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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
2019-05-12Added julia set shader example.eggmund
2019-05-06Example reviewRay
2019-04-11new example: shaders_texture_drawingRay
2019-01-10WARNING: Redesigned SetShaderValue()Ray
2019-01-09Adding basic palette-switching example using uniform arrays.Marco Lizza
2018-12-20new example: shaders_raymarchingRay
2018-07-21Convert window render sizes to floatsJess Peter
GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build. It's not a super important change, but I came across it while playing with the examples on my pi.
2018-06-30Reviewed models and examplesRay
2018-06-21Removed dwarf 3d modelRay
Replaced by medieval 3d assets
2017-11-06Review GLSL 120 shadersRay San
Not tested, could have errors
2017-11-05Uploaded shaders for GLSL 120Ray
2017-08-25Renamed modelviewprojection matrixraysan5
2017-05-16Improved shaders_postprocessing exampleRay
2017-05-15Move shaders to examplesRay
2017-04-20Turn transparent pixels to blackRay
2017-04-14Replaced some images and updated examplesraysan5
2017-04-08Working on examples...Ray
2017-04-04Reorganize examples folderRay