Add example shaders_shapes_outline.c (#1883)
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| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
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| space.png | ❔ | ❔ | - |
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| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
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| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
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| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
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examples/shaders/resources/egg.png
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examples/shaders/resources/egg.png
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examples/shaders/resources/shaders/glsl100/outline.fs
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examples/shaders/resources/shaders/glsl100/outline.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 texScale;
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// Function for drawing outlines on alpha-blended textures
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vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
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{
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vec2 texelScale = 1.0 / lineScale;
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vec4 center = texture2D(tex, uv); // We sample the center texel, (with all color data)
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// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners;
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corners.x = texture2D(tex, uv+vec2( texelScale.x, texelScale.y)).a;
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corners.y = texture2D(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
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corners.z = texture2D(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture2D(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
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col = mix(col, center, center.a);
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return col;
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}
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void main()
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{
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gl_FragColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
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}
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examples/shaders/resources/shaders/glsl330/outline.fs
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examples/shaders/resources/shaders/glsl330/outline.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 texScale;
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// Output fragment color
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out vec4 finalColor;
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// Function for drawing outlines on alpha-blended textures
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vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
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{
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vec2 texelScale = 1.0 / lineScale;
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vec4 center = texture(tex, uv); // We sample the center texel, (with all color data)
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// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners;
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corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a;
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corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
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corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
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col = mix(col, center, center.a);
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return col;
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}
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void main()
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{
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finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
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}
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examples/shaders/resources/torus.png
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examples/shaders/resources/torus.png
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examples/shaders/shaders_shapes_outline.c
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examples/shaders/shaders_shapes_outline.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply an outline to a 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).
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*
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* This example has been created using raylib 3.8 (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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* Example contributed by Samuel Skiff (@GoldenThumbs)
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*
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* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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Texture2D egg = LoadTexture("resources/egg.png");
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Texture2D torus = LoadTexture("resources/torus.png");
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Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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float oScale = 16.0;
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float tScale[2] = { 16.0f*4, 16.0f*4 };
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SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, SHADER_UNIFORM_VEC2);
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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 (!WindowShouldClose()) // Detect window close button or ESC key
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{
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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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BeginShaderMode(outline);
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DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE);
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DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE);
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EndShaderMode();
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DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
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DrawFPS(710, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(egg);
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UnloadTexture(torus);
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UnloadShader(outline);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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