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2020-12-24Updated several files while porting examples to webraysan5
2020-12-23Review formattingraysan5
2020-12-03Update user nameRay
2020-11-01Review contributed examplesRay
2020-10-31Update shaders_multi_sample2d.cRay
2020-10-31REDESIGNED: Multiple sampler2D usage on batch systemRay
New implementation allow enabling additional textures per batch only.
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
2020-08-23work on quat and matrix math - deleted multiple copies of raymath.h causing ↵chriscamacho
issues (#1359) Co-authored-by: codifies <[email protected]>
2020-08-16RENAMED: FormatText() -> TextFormat()raysan5
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
2020-08-16NEW EXAMPLE: shaders_hot_reloading #1198raysan5
2020-08-16Code reorganization on exampleraysan5
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
2020-04-16Added raymath to examplesraysan5
2020-04-13Make raymath more consistent (#1197)G3bE
* Make raymath naming and functions more consistent * Minor fixes * Fix examples * Fix Physac * New naming rules * Apply naming to Quaternion functions * Apply to models.c * Remove *MulitplyValue / *DivideValue
2020-03-30Remove useless filesraysan5
2020-03-29Added example: shaders_spotlightraysan5
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]>
2020-03-24Added note on examples not supporting GLSL100raysan5
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]>
2020-03-03Some code tweaksRay
2020-03-02Review shader exaples to work on web (GLSL 100)Ray
2020-01-30Some examples tweaksRay
2020-01-09Review example and screenshotsRay
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
2019-09-22Example renamedRay
2019-09-22Review PR and commentsRay
2019-09-22contributed simple shader example (#973)chriscamacho
Contributed simple shader example
2019-08-19new example: shaders_fogRay
2019-08-03Replace tabs with spaces and update year of copyright notices (#927)Leandro Gabriel
* Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces
2019-06-14ADDED: shaders_basic_lightingRay
2019-05-27Review variables initializationRay
2019-05-20Review ALL examplesRay
2019-05-18TweaksRay
2019-05-17examples reviewRay
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
2019-05-15Ammended comment.eggmund
Also changed path to shader back to what it was originally.
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.