contributed simple shader example (#973)
Contributed simple shader example
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@ -437,6 +437,8 @@ EXAMPLES = \
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shaders/shaders_julia_set \
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shaders/shaders_eratosthenes \
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shaders/shaders_basic_lighting \
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shaders/shaders_fog \
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shaders/shaders_simple \
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audio/audio_module_playing \
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audio/audio_music_stream \
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audio/audio_raw_stream \
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BIN
examples/shaders/resources/mask.png
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BIN
examples/shaders/resources/mask.png
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Binary file not shown.
After Width: | Height: | Size: 73 KiB |
BIN
examples/shaders/resources/plasma.png
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examples/shaders/resources/plasma.png
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After Width: | Height: | Size: 568 KiB |
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examples/shaders/resources/shaders/glsl330/mask.fs
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examples/shaders/resources/shaders/glsl330/mask.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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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D mask;
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uniform int frame;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
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if (maskColour.r < 0.25) discard;
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vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
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finalColor = texelColor * maskColour;
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}
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examples/shaders/resources/shaders/glsl330/mask.vs
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examples/shaders/resources/shaders/glsl330/mask.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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examples/shaders/shaders_simple.c
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examples/shaders/shaders_simple.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib
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*
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* This example has been created using raylib 2.5 (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 Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* after a model is loaded it has a default material, this material can be modified in place
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* rather than creating one from scratch...
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* While all of the MAPs have particular names, they can be used for any purpose
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* Three of the MAP are applied as cubic maps (see below)
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*
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********************************************************************************************/
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#include <stddef.h>
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#include "raylib.h"
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#include "raymath.h"
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#define screenWidth 1280
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#define screenHeight 720
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib - simple shader");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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// three models to show the shader on
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Mesh torus = GenMeshTorus(.3, 1, 16, 32);
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Model model1 = LoadModelFromMesh(torus);
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Mesh cube = GenMeshCube(.8,.8,.8);
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Model model2 = LoadModelFromMesh(cube);
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// this one un shaded just so we can see the gaps in the other two
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Mesh sphere = GenMeshSphere(1, 16, 16);
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Model model3 = LoadModelFromMesh(sphere);
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// load the shader
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Shader shader = LoadShader("resources/shaders/glsl330/mask.vs",
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"resources/shaders/glsl330/mask.fs");
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// apply the diffuse texture (colour map)
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Texture tex = LoadTexture("resources/plasma.png");
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model1.materials[0].maps[MAP_DIFFUSE].texture = tex;
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model2.materials[0].maps[MAP_DIFFUSE].texture = tex;
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// using MAP_EMISSION as a spare slot to use for 2nd texture
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// dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP
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// as they are bound as cube maps (which don't see to work at all on my machine!)
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Texture maskTx = LoadTexture("resources/mask.png");
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model1.materials[0].maps[MAP_EMISSION].texture = maskTx;
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model2.materials[0].maps[MAP_EMISSION].texture = maskTx;
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shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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// frame is incremented each frame to animate the shader
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int shaderFrame = GetShaderLocation(shader, "frame");
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// apply the shader to the two models
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model1.materials[0].shader = shader;
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model2.materials[0].shader = shader;
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// frame counter
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int frame = 0;
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// model rotation
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Vector3 ang = { 0 };
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SetTargetFPS(60); // Set 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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frame ++;
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ang.x += 0.01;
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ang.y += 0.005;
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ang.z -= 0.0025;
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// animate the shader
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SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT);
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// rotate one of the models
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model1.transform = MatrixRotateXYZ(ang);
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UpdateCamera(&camera);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(DARKBLUE);
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BeginMode3D(camera);
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DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
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DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
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DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawFPS(10, 10);
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int l = MeasureText(FormatText("Frame %i", frame), 20);
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DrawRectangle(16, 698, l+8, 42, BLUE);
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DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE);
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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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UnloadModel(model1);
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UnloadModel(model2);
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UnloadModel(model3);
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UnloadTexture(tex);
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UnloadTexture(maskTx);
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UnloadShader(shader);
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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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