| Age | Commit message (Collapse) | Author |
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New implementation allow enabling additional textures per batch only.
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Reduce size and better license CC0
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* 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
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issues (#1359)
Co-authored-by: codifies <[email protected]>
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This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
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* 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
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NB glsl100 shader needs testing on "bare metal"
Co-authored-by: codifies <[email protected]>
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It seems something is not working properly...
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Co-authored-by: codifies <[email protected]>
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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]>
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Tested on Raspberry Pi... Just note that platform is very limited by GPU...
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* 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
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Contributed simple shader example
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* 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
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Contributed by ProfJski
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Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
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Also changed path to shader back to what it was originally.
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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.
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