diff options
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/color_mix.fs | 7 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/color_mix.fs | 5 | ||||
| -rw-r--r-- | examples/shaders/shaders_multi_sample2d.png | bin | 0 -> 14804 bytes | |||
| -rw-r--r-- | examples/shaders/shaders_rlgl_mesh_instanced.c | 38 | ||||
| -rw-r--r-- | examples/shaders/shaders_rlgl_mesh_instanced.png | bin | 0 -> 410192 bytes |
5 files changed, 29 insertions, 21 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/color_mix.fs b/examples/shaders/resources/shaders/glsl100/color_mix.fs index f6ab7dcd..0074e6af 100644 --- a/examples/shaders/resources/shaders/glsl100/color_mix.fs +++ b/examples/shaders/resources/shaders/glsl100/color_mix.fs @@ -16,6 +16,9 @@ void main() // Texel color fetching from texture sampler vec4 texelColor0 = texture2D(texture0, fragTexCoord); vec4 texelColor1 = texture2D(texture1, fragTexCoord); - - gl_FragColor = (texelColor0 + texelColor1)*0.5f; + + float x = fract(fragTexCoord.s); + float out = smoothstep(0.4, 0.6, x); + + gl_FragColor = mix(texelColor0, texelColor1, out); }
\ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/color_mix.fs b/examples/shaders/resources/shaders/glsl330/color_mix.fs index bac8d576..11515b0c 100644 --- a/examples/shaders/resources/shaders/glsl330/color_mix.fs +++ b/examples/shaders/resources/shaders/glsl330/color_mix.fs @@ -18,5 +18,8 @@ void main() vec4 texelColor0 = texture(texture0, fragTexCoord); vec4 texelColor1 = texture(texture1, fragTexCoord); - finalColor = (texelColor0 + texelColor1)*0.5f; + float x = fract(fragTexCoord.s); + float out = smoothstep(0.4, 0.6, x); + + finalColor = mix(texelColor0, texelColor1, out); }
\ No newline at end of file diff --git a/examples/shaders/shaders_multi_sample2d.png b/examples/shaders/shaders_multi_sample2d.png Binary files differnew file mode 100644 index 00000000..435b8f48 --- /dev/null +++ b/examples/shaders/shaders_multi_sample2d.png diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c index 6ef421f2..4cf780aa 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -4,17 +4,16 @@ * * This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) * -* This example has been created using raylib 3.0 (www.raylib.com) +* This example has been created using raylib 3.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2018 Ramon Santamaria (@raysan5) +* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2020 @seanpringle * ********************************************************************************************/ -#define GRAPHICS_API_OPENGL_33 -#define GLSL_VERSION 330 -#include <stdlib.h> #include "raylib.h" #include "raymath.h" #include "rlgl.h" @@ -22,6 +21,10 @@ #define RLIGHTS_IMPLEMENTATION #include "rlights.h" +#include <stdlib.h> + +#define GLSL_VERSION 330 + //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -29,11 +32,11 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- - const int screenWidth = 1024; - const int screenHeight = 768; + const int screenWidth = 800; + const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced"); // Define the camera to look into our 3d world Camera camera = { 0 }; @@ -43,14 +46,12 @@ int main(void) camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - SetCameraMode(camera, CAMERA_FREE); - const int count = 10000; // Number of instances to display Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); - Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances - Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances - Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances + Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances + Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances + Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances // Scatter random cubes around for (int i = 0; i < count; i++) @@ -67,11 +68,10 @@ int main(void) float angle = (float)GetRandomValue(0, 10) * DEG2RAD; rotationsInc[i] = MatrixRotate(axis, angle); - rotations[i] = MatrixIdentity(); } - Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl + Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); @@ -81,7 +81,7 @@ int main(void) shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); - // ambient light level + // Ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); @@ -90,6 +90,8 @@ int main(void) Material material = LoadMaterialDefault(); material.shader = shader; material.maps[MAP_DIFFUSE].color = RED; + + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -111,7 +113,6 @@ int main(void) rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); transforms[i] = MatrixMultiply(rotations[i], translations[i]); } - //---------------------------------------------------------------------------------- // Draw @@ -124,7 +125,8 @@ int main(void) rlDrawMeshInstanced(cube, material, transforms, count); EndMode3D(); - DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON); + DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); + DrawFPS(10, 10); EndDrawing(); diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.png b/examples/shaders/shaders_rlgl_mesh_instanced.png Binary files differnew file mode 100644 index 00000000..24d38b87 --- /dev/null +++ b/examples/shaders/shaders_rlgl_mesh_instanced.png |
