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2022-09-19REVIEWED: Renamed some shaders, fix #2707Ray
2022-08-29ADDED: `lighting.fs` for GLSL120 Fix #2651Ray
2022-07-04REVIEWED: `DrawMesh()` #2511Ray
Disable color vertex attribute if not provided by mesh
2022-06-21REVIEWED: example: shaders_mesh_instancingRay
Simplified example
2021-10-31REVIEWED: example: Compute shader Game-of-lifeRay
2021-10-31Add Conway's Game of Life compute shader example. (#2088)Astie Teddy
* Add Conway's Game of Life compute shader example. * Fix various shaders problems, and tune command buffer size. * Various coding convention changes.
2021-10-19REVIEWED: models_yaw_pitch_rollraysan5
2021-10-19Remove trailing spacesraysan5
2021-10-17Reviewed makefile and examples buildingraysan5
2021-10-12REVIEWED: EXAMPLE: shaders_shapes_outlineraysan5
Removed unneeded resources to use raylib ones.
2021-07-18Add example shaders_shapes_outline.c (#1883)GoldenThumbs
2021-07-16Improve assets license informationraysan5
2021-07-16Update texel_checker.pngraysan5
2021-03-31ADDED: Support model normal matrix location #1691raysan5
2021-03-31REVIEWED: DrawMeshInstanced() matrix computationsraysan5
Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
2021-03-31RENAMED: example: shaders_mesh_instancingraysan5
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
2021-03-17Create reload.fsRay
2021-03-17REVIEWED: shaders_multi_sample2dRay
2021-01-31out is a keyword in shaders and can't be used as a variable name. (#1558)Jeffery Myers
Co-authored-by: Jeffery Myers <[email protected]>
2021-01-25Replace tabs by 4 spacesraysan5
2020-12-03Update user nameRay
2020-11-01Review contributed examplesRay
2020-10-29Support multiple sample2D on batch drawing #1333Ray
2020-10-29Updated assetsRay
Reduce size and better license CC0
2020-09-27[wip] rlDrawMeshInstanced (#1318)seanpringle
* rlDrawMeshInstanced first attempt * rlDrawMeshInstanced OpenGL 3.3 and VAO checks * rlDrawMeshInstanced GetShaderAttribLocation; comments * example instanced shader * RLGL_STANDALONE RAYMATH_STANDALONE Vector4 * apply suggested naming changes; add instanced mesh example * remove orphan variables
2020-09-15Corrected issue with floor() #1377raysan5
2020-08-16NEW EXAMPLE: shaders_hot_reloading #1198raysan5
2020-07-30Fix color of ambient light (#1330)Adrie
2020-06-07Update raysan.pngraysan5
2020-06-02Review some png imagesraysan5
2020-05-28resources PNG chunks cleaningraysan5
2020-05-28Added resources licenseraysan5
2020-03-25[example] Review shaders_spotlight to work on GLSL 100raysan5
2020-03-25spotlight example, each spot has own radius, mouse countrol (#1148)chriscamacho
NB glsl100 shader needs testing on "bare metal" Co-authored-by: codifies <[email protected]>
2020-03-24REVIEWED: shaders_spotlight exampleraysan5
It seems something is not working properly...
2020-03-24as per request spotlight example (#1146)chriscamacho
Co-authored-by: codifies <[email protected]>
2020-03-23ended up using the 100 version shaders as off the top of my (#1142)chriscamacho
head can't think of any improvement I could use on the shaders for version 120 This has been tested on Linux (Desktop) requires testing on a Rpi Co-authored-by: codifies <[email protected]>
2020-03-02Review shader exaples to work on web (GLSL 100)Ray
2020-01-30Some examples tweaksRay
2019-12-04Review some shaders to work on GLSL 100raysan5
Tested on Raspberry Pi... Just note that platform is very limited by GPU...
2019-10-26updated RayMarching Demo (#997)Industrious Nomad
* Removed Unused Uniforms uniform vec3 viewUp; uniform float deltaTime; * Removed Unused uniforms uniform vec3 viewUp; uniform float deltaTime; * Updated Source Added - #define PLATFORM_DESKTOP line for desktop users. This now will correctly find the proper glsl version for the raymarching.fs file. Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them. They were never used and they were triggering a log warning. Removed - The const from both screenWidth and screenHeight. Now they can be used to update the shader resolution when screen is resized. NOTE : This is a quick fix and probably not the best idea. Added - IsWindowResized() to check if screen is resized. If window is resized then width, height and shader resolution are updated. Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see. * Closer Match to original code * Removed the PLATFORM_DESKTOP Define
2019-09-22contributed simple shader example (#973)chriscamacho
Contributed simple shader example
2019-08-19new example: shaders_fogRay
2019-06-14ADDED: shaders_basic_lightingRay
2019-05-16new example: shaders_eratosthenesRay
Contributed by ProfJski
2019-05-16Review shader to use provided texture coordinatesRay
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
2019-05-16Review shaders for GLSL 100Ray
2019-05-15Updating julia set example.eggmund
Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
2019-05-14Merge branch 'master' of https://github.com/raysan5/raylibRay
2019-05-14new examples: shaders_texture_wavesRay