REXM: UPDATED: Examples source code header info, aligned with name

This commit is contained in:
Ray
2025-09-07 12:01:51 +02:00
parent 4020885c35
commit 25f4e544d1
68 changed files with 138 additions and 138 deletions

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - custom uniform variable
* raylib [shaders] example - custom uniform
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -40,7 +40,7 @@ int main(void)
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - sieve of Eratosthenes
* raylib [shaders] example - eratosthenes
*
* Example complexity rating: [★★★☆] 3/4
*
@ -45,7 +45,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - sieve of Eratosthenes");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes");
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - fog
* raylib [shaders] example - fog rendering
*
* Example complexity rating: [★★★☆] 3/4
*
@ -44,7 +44,7 @@ int main(void)
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog rendering");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - write depth buffer
* raylib [shaders] example - hybrid render
*
* Example complexity rating: [★★★★] 4/4
*
@ -55,7 +55,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid render");
// This Shader calculates pixel depth and color using raymarch
Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - julia sets
* raylib [shaders] example - julia set
*
* Example complexity rating: [★★★☆] 3/4
*
@ -53,7 +53,7 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set");
// Load julia set shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - multi sample2D
* raylib [shaders] example - multi sample2d
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -38,7 +38,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2D");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2d");
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
Texture texRed = LoadTextureFromImage(imRed);

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@ -14,7 +14,7 @@
* 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) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
* Copyright (c) 2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - color palette switch
* raylib [shaders] example - palette switch
*
* Example complexity rating: [★★★☆] 3/4
*
@ -86,7 +86,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");
// 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

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - postprocessing shader
* raylib [shaders] example - postprocessing
*
* Example complexity rating: [★★★☆] 3/4
*
@ -77,7 +77,7 @@ int main(void)
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - raymarching shapes
* raylib [shaders] example - raymarching
*
* Example complexity rating: [★★★★] 4/4
*
@ -35,7 +35,7 @@ int main(void)
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching");
Camera camera = { 0 };
camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position

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@ -11,7 +11,7 @@
* 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) 2025-2025 Anstro Pleuton (@anstropleuton)
* Copyright (c) 2025 Anstro Pleuton (@anstropleuton)
*
********************************************************************************************/

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - shapes and texture shaders
* raylib [shaders] example - shapes textures
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -38,7 +38,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes textures");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - simple shader mask
* raylib [shaders] example - simple mask
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -41,7 +41,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple mask");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - shader spotlight
* raylib [shaders] example - spotlight
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -81,7 +81,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight");
HideCursor();
Texture texRay = LoadTexture("resources/raysan.png");

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - texture drawing
* raylib [shaders] example - texture rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -33,7 +33,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture rendering");
Image imBlank = GenImageColor(1024, 1024, BLANK);
Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - write depth buffer
* raylib [shaders] example - write depth
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -44,7 +44,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth");
// The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));