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https://github.com/raysan5/raylib.git
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REXM: UPDATED: Examples source code header info, aligned with name
This commit is contained in:
@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - custom uniform variable
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* raylib [shaders] example - custom uniform
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -40,7 +40,7 @@ int main(void)
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - sieve of Eratosthenes
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* raylib [shaders] example - eratosthenes
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -45,7 +45,7 @@ int main(void)
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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 - sieve of Eratosthenes");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes");
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - fog
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* raylib [shaders] example - fog rendering
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -44,7 +44,7 @@ int main(void)
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog rendering");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - write depth buffer
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* raylib [shaders] example - hybrid render
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*
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* Example complexity rating: [★★★★] 4/4
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*
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@ -55,7 +55,7 @@ int main(void)
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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 - write depth buffer");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid render");
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// This Shader calculates pixel depth and color using raymarch
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Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - julia sets
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* raylib [shaders] example - julia set
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -53,7 +53,7 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set");
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// Load julia set shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - multi sample2D
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* raylib [shaders] example - multi sample2d
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -38,7 +38,7 @@ int main(void)
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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 - multi sample2D");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2d");
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Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
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Texture texRed = LoadTextureFromImage(imRed);
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@ -14,7 +14,7 @@
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - color palette switch
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* raylib [shaders] example - palette switch
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -86,7 +86,7 @@ int main(void)
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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 - color palette switch");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - postprocessing shader
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* raylib [shaders] example - postprocessing
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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@ -77,7 +77,7 @@ int main(void)
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - raymarching shapes
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* raylib [shaders] example - raymarching
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*
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* Example complexity rating: [★★★★] 4/4
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*
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@ -35,7 +35,7 @@ int main(void)
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const int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching");
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
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@ -11,7 +11,7 @@
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Anstro Pleuton (@anstropleuton)
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* Copyright (c) 2025 Anstro Pleuton (@anstropleuton)
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*
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********************************************************************************************/
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - shapes and texture shaders
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* raylib [shaders] example - shapes textures
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -38,7 +38,7 @@ int main(void)
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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 - shapes and texture shaders");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes textures");
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - simple shader mask
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* raylib [shaders] example - simple mask
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -41,7 +41,7 @@ int main(void)
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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 - simple shader mask");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple mask");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - shader spotlight
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* raylib [shaders] example - spotlight
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -81,7 +81,7 @@ int main(void)
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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 - shader spotlight");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight");
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - texture drawing
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* raylib [shaders] example - texture rendering
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -33,7 +33,7 @@ int main(void)
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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 - texture drawing");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture rendering");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - write depth buffer
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* raylib [shaders] example - write depth
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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@ -44,7 +44,7 @@ int main(void)
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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 - write depth buffer");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth");
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// The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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