2016-08-06 12:32:35 +03:00
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--
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-- raylib [shaders] example - Apply a shader to some shape or texture
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--
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-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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--
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-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
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--
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-- This example has been created using raylib 1.6 (www.raylib.com)
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-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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--
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-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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--
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-------------------------------------------------------------------------------------------
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-- Initialization
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local screenWidth = 800
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local screenHeight = 450
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders")
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local sonic = LoadTexture("resources/texture_formats/sonic.png")
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-- NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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local shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs")
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-- Shader usage is also different than models/postprocessing, shader is just activated when required
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-------------------------------------------------------------------------------------------
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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---------------------------------------------------------------------------------------
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-- TODO: Update your variables here
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---------------------------------------------------------------------------------------
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-- Draw
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---------------------------------------------------------------------------------------
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BeginDrawing()
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ClearBackground(RAYWHITE)
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-- Start drawing with default shader
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DrawText("USING DEFAULT SHADER", 20, 40, 10, RED)
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DrawCircle(80, 120, 35, DARKBLUE)
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DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE)
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DrawCircleLines(80, 340, 80, DARKBLUE)
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-- Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader)
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DrawText("USING CUSTOM SHADER", 190, 40, 10, RED)
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DrawRectangle(250 - 60, 90, 120, 60, RED)
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DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD)
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DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE)
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-- Activate our default shader for next drawings
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EndShaderMode()
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DrawText("USING DEFAULT SHADER", 370, 40, 10, RED)
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DrawTriangle(Vector2(430, 80),
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Vector2(430 - 60, 150),
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Vector2(430 + 60, 150), VIOLET)
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DrawTriangleLines(Vector2(430, 160),
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Vector2(430 - 20, 230),
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Vector2(430 + 20, 230), DARKBLUE)
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DrawPoly(Vector2(430, 320), 6, 80, 0, BROWN)
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-- Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader)
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DrawTexture(sonic, 380, -10, WHITE) -- Using custom shader
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-- Activate our default shader for next drawings
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EndShaderMode()
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EndDrawing()
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---------------------------------------------------------------------------------------
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2016-08-06 17:58:48 +03:00
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end
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2016-08-06 12:32:35 +03:00
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-- De-Initialization
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-------------------------------------------------------------------------------------------
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UnloadShader(shader) -- Unload shader
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UnloadTexture(sonic) -- Unload texture
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CloseWindow() -- Close window and OpenGL context
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