/******************************************************************************************* * * raylib [shaders] example - Apply a shader to some shape or texture * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * raylib comes with shaders ready for both versions, check raylib/shaders install folder * * Example originally created with raylib 1.7, last time updated with raylib 3.7 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // 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; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Start drawing with default shader DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); DrawCircle(80, 120, 35, DARKBLUE); DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); DrawCircleLines(80, 340, 80, DARKBLUE); // Activate our custom shader to be applied on next shapes/textures drawings BeginShaderMode(shader); DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); DrawRectangle(250 - 60, 90, 120, 60, RED); DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD); DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); // Activate our default shader for next drawings EndShaderMode(); DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); DrawTriangle((Vector2){430, 80}, (Vector2){430 - 60, 150}, (Vector2){430 + 60, 150}, VIOLET); DrawTriangleLines((Vector2){430, 160}, (Vector2){430 - 20, 230}, (Vector2){430 + 20, 230}, DARKBLUE); DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); // Activate our custom shader to be applied on next shapes/textures drawings BeginShaderMode(shader); DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader // Activate our default shader for next drawings EndShaderMode(); DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(fudesumi); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }