From fd3e2fda000512aeb70d7f5fa703e5c78007ee35 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 31 Mar 2021 18:40:04 +0200 Subject: RENAMED: example: shaders_mesh_instancing shaders_rlgl_mesh_instanced -> shaders_mesh_instancing --- examples/Makefile | 2 +- .../shaders/glsl100/base_lighting_instanced.vs | 62 ++++++ examples/shaders/shaders_mesh_instancing.c | 222 ++++++++++++++++++++ examples/shaders/shaders_mesh_instancing.png | Bin 0 -> 410192 bytes examples/shaders/shaders_rlgl_mesh_instanced.c | 223 --------------------- examples/shaders/shaders_rlgl_mesh_instanced.png | Bin 410192 -> 0 bytes 6 files changed, 285 insertions(+), 224 deletions(-) create mode 100644 examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs create mode 100644 examples/shaders/shaders_mesh_instancing.c create mode 100644 examples/shaders/shaders_mesh_instancing.png delete mode 100644 examples/shaders/shaders_rlgl_mesh_instanced.c delete mode 100644 examples/shaders/shaders_rlgl_mesh_instanced.png (limited to 'examples') diff --git a/examples/Makefile b/examples/Makefile index 270f736c..5e8b2c21 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -487,7 +487,7 @@ SHADERS = \ shaders/shaders_simple_mask \ shaders/shaders_spotlight \ shaders/shaders_hot_reloading \ - shaders/shaders_rlgl_mesh_instanced \ + shaders/shaders_mesh_instancing \ shaders/shaders_multi_sample2d AUDIO = \ diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs new file mode 100644 index 00000000..c8e25607 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs @@ -0,0 +1,62 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +attribute mat4 instance; + +// Input uniform values +uniform mat4 mvp; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// NOTE: Add here your custom variables + +// https://github.com/glslify/glsl-inverse +mat3 inverse(mat3 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; + + float b01 = a22*a11 - a12*a21; + float b11 = -a22*a10 + a12*a20; + float b21 = a21*a10 - a11*a20; + + float det = a00*b01 + a01*b11 + a02*b21; + + return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), + b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), + b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; +} + +// https://github.com/glslify/glsl-transpose +mat3 transpose(mat3 m) +{ + return mat3(m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} + +void main() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + mat3 normalMatrix = transpose(inverse(mat3(instance))); + fragNormal = normalize(normalMatrix*vertexNormal); + + mat4 mvpi = mvp*instance; + + // Calculate final vertex position + gl_Position = mvpi*vec4(vertexPosition, 1.0); +} diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c new file mode 100644 index 00000000..95548234 --- /dev/null +++ b/examples/shaders/shaders_mesh_instancing.c @@ -0,0 +1,222 @@ +/******************************************************************************************* +* +* raylib [shaders] example - mesh instancing +* +* This example has been created using raylib 3.7 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) +* +* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + + +#include "raylib.h" +#include "raymath.h" + +#define RLIGHTS_IMPLEMENTATION +#include "rlights.h" + +#include +#include + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + const int fps = 60; + + SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); + + int speed = 30; // Speed of jump animation + int groups = 2; // Count of separate groups jumping around + float amp = 10; // Maximum amplitude of jump + float variance = 0.8f; // Global variance in jump height + float loop = 0.0f; // Individual cube's computed loop timer + float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.projection = CAMERA_PERSPECTIVE; + + const int instances = 10000; // Number of instances to display + Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); + + Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances + Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances + Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances + + // Scatter random cubes around + for (int i = 0; i < instances; i++) + { + x = GetRandomValue(-50, 50); + y = GetRandomValue(-50, 50); + z = GetRandomValue(-50, 50); + translations[i] = MatrixTranslate(x, y, z); + + x = GetRandomValue(0, 360); + y = GetRandomValue(0, 360); + z = GetRandomValue(0, 360); + Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); + float angle = (float)GetRandomValue(0, 10)*DEG2RAD; + + rotationsInc[i] = MatrixRotate(axis, angle); + rotations[i] = MatrixIdentity(); + } + + Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl + + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + + // Get some shader loactions + shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); + shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); + + // Ambient light level + int ambientLoc = GetShaderLocation(shader, "ambient"); + SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); + + CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader); + + // NOTE: We are assigning the intancing shader to material.shader + // to be used on mesh drawing with DrawMeshInstanced() + Material material = LoadMaterialDefault(); + material.shader = shader; + material.maps[MATERIAL_MAP_DIFFUSE].color = RED; + + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode + + int textPositionY = 300; + int framesCounter = 0; // Simple frames counter to manage animation + + SetTargetFPS(fps); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + + // Update + //---------------------------------------------------------------------------------- + textPositionY = 300; + framesCounter++; + + if (IsKeyDown(KEY_UP)) amp += 0.5f; + if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f); + if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f); + if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f); + if (IsKeyDown(KEY_ONE)) groups = 1; + if (IsKeyDown(KEY_TWO)) groups = 2; + if (IsKeyDown(KEY_THREE)) groups = 3; + if (IsKeyDown(KEY_FOUR)) groups = 4; + if (IsKeyDown(KEY_FIVE)) groups = 5; + if (IsKeyDown(KEY_SIX)) groups = 6; + if (IsKeyDown(KEY_SEVEN)) groups = 7; + if (IsKeyDown(KEY_EIGHT)) groups = 8; + if (IsKeyDown(KEY_NINE)) groups = 9; + if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } + + if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); + if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); + + if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1); + if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1); + + // Update the light shader with the camera view position + float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); + + // Apply per-instance transformations + for (int i = 0; i < instances; i++) + { + rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); + transforms[i] = MatrixMultiply(rotations[i], translations[i]); + + // Get the animation cycle's framesCounter for this instance + loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed; + + // Calculate the y according to loop cycle + y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10))); + + // Clamp to floor + y = (y < 0)? 0.0f : y; + + transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); + } + + UpdateCamera(&camera); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + DrawMeshInstanced(cube, material, transforms, instances); + EndMode3D(); + + DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); + DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); + + DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); + DrawText(": Number of groups", 50, textPositionY , 10, BLACK); + DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); + + DrawText("UP", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); + DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); + + DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); + + DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease variance", 50, textPositionY, 10, BLACK); + DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); + + DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase variance", 50, textPositionY, 10, BLACK); + + DrawText("+/=", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase speed", 50, textPositionY, 10, BLACK); + DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); + + DrawText("-", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease speed", 50, textPositionY, 10, BLACK); + + DrawText("W", 10, textPositionY += 15, 10, BLACK); + DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/shaders/shaders_mesh_instancing.png b/examples/shaders/shaders_mesh_instancing.png new file mode 100644 index 00000000..24d38b87 Binary files /dev/null and b/examples/shaders/shaders_mesh_instancing.png differ diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c deleted file mode 100644 index e786b8a0..00000000 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ /dev/null @@ -1,223 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - rlgl module usage for instanced meshes -* -* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) -* -* 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) -* -* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5) -* -* Copyright (c) 2020 @seanpringle -* -********************************************************************************************/ - - -#include "raylib.h" -#include "raymath.h" -#include "rlgl.h" - -#define RLIGHTS_IMPLEMENTATION -#include "rlights.h" - -#include -#include - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - const int fps = 60; - - SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced"); - - int speed = 30; // Speed of jump animation - int groups = 2; // Count of separate groups jumping around - float amp = 10; // Maximum amplitude of jump - float variance = 0.8f; // Global variance in jump height - float loop = 0.0f; // Individual cube's computed loop timer - float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops - - // Define the camera to look into our 3d world - Camera camera = { 0 }; - camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; - camera.projection = CAMERA_PERSPECTIVE; - - const int instances = 10000; // Number of instances to display - Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); - - Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances - Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances - Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances - - // Scatter random cubes around - for (int i = 0; i < instances; i++) - { - x = GetRandomValue(-50, 50); - y = GetRandomValue(-50, 50); - z = GetRandomValue(-50, 50); - translations[i] = MatrixTranslate(x, y, z); - - x = GetRandomValue(0, 360); - y = GetRandomValue(0, 360); - z = GetRandomValue(0, 360); - Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); - float angle = (float)GetRandomValue(0, 10)*DEG2RAD; - - rotationsInc[i] = MatrixRotate(axis, angle); - rotations[i] = MatrixIdentity(); - } - - Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl - - Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); - - // Get some shader loactions - shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); - shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); - shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); - - // Ambient light level - int ambientLoc = GetShaderLocation(shader, "ambient"); - SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); - - CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader); - - Material material = LoadMaterialDefault(); - material.shader = shader; - material.maps[MATERIAL_MAP_DIFFUSE].color = RED; - - SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - - int textPositionY = 300; - int framesCounter = 0; // Simple frames counter to manage animation - - SetTargetFPS(fps); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - - // Update - //---------------------------------------------------------------------------------- - textPositionY = 300; - framesCounter++; - - if (IsKeyDown(KEY_UP)) amp += 0.5f; - if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f); - if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f); - if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f); - if (IsKeyDown(KEY_ONE)) groups = 1; - if (IsKeyDown(KEY_TWO)) groups = 2; - if (IsKeyDown(KEY_THREE)) groups = 3; - if (IsKeyDown(KEY_FOUR)) groups = 4; - if (IsKeyDown(KEY_FIVE)) groups = 5; - if (IsKeyDown(KEY_SIX)) groups = 6; - if (IsKeyDown(KEY_SEVEN)) groups = 7; - if (IsKeyDown(KEY_EIGHT)) groups = 8; - if (IsKeyDown(KEY_NINE)) groups = 9; - if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } - - if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); - if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); - - if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1); - if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1); - - // Update the light shader with the camera view position - float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); - - // Apply per-instance transformations - for (int i = 0; i < instances; i++) - { - rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); - transforms[i] = MatrixMultiply(rotations[i], translations[i]); - - // Get the animation cycle's framesCounter for this instance - loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed; - - // Calculate the y according to loop cycle - y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10))); - - // Clamp to floor - y = (y < 0)? 0.0f : y; - - transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); - } - - UpdateCamera(&camera); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginMode3D(camera); - DrawMeshInstanced(cube, material, transforms, instances); - EndMode3D(); - - DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); - DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); - - DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); - DrawText(": Number of groups", 50, textPositionY , 10, BLACK); - DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); - - DrawText("UP", 10, textPositionY += 15, 10, BLACK); - DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); - DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); - - DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); - DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); - - DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); - DrawText(": decrease variance", 50, textPositionY, 10, BLACK); - DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); - - DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); - DrawText(": increase variance", 50, textPositionY, 10, BLACK); - - DrawText("+/=", 10, textPositionY += 15, 10, BLACK); - DrawText(": increase speed", 50, textPositionY, 10, BLACK); - DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); - - DrawText("-", 10, textPositionY += 15, 10, BLACK); - DrawText(": decrease speed", 50, textPositionY, 10, BLACK); - - DrawText("W", 10, textPositionY += 15, 10, BLACK); - DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.png b/examples/shaders/shaders_rlgl_mesh_instanced.png deleted file mode 100644 index 24d38b87..00000000 Binary files a/examples/shaders/shaders_rlgl_mesh_instanced.png and /dev/null differ -- cgit v1.2.3