4960cc74e0
[examples] Reviewed shader view depth
2025-04-04 22:41:34 +01:00
e08fc8ab80
Added new example - [shader] render depth texture
2025-03-26 16:59:05 +00:00
7cae259a6d
Reviewed shaders comment wording ( #4793 )
2025-02-25 14:26:52 +01:00
7bfc8e8ca7
[example] Add shaders_rounded_rectangle example ( #4719 )
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* Add shaders_rounded_rectangle example
* Minor tweaks to example template (add star, more)
* Combine shaders
* Fix changes after review
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Co-authored-by: Anstro Pleuton <anstropleuton@github.com >
2025-01-23 10:51:36 +01:00
cfbba79bd3
REVIEWED: example: models_textures_tiling shaders
2025-01-12 20:59:12 +01:00
fddfb58f85
REVIEWED: Potential shader issues
2025-01-12 20:39:07 +01:00
8e450e4446
Reviewed shaders formating to follow raylib coding conventions
2025-01-11 19:36:46 +01:00
d2cd2a0152
[rlgl][rmodels] Add instranceTransform shader location index #4538 ( #4579 )
2024-12-08 12:48:54 +01:00
0d39e7137b
Fix #4527
2024-11-21 12:38:29 +01:00
10fd4de258
Fix the example lighting shaders to use both frag and diffuse colors so they work with shapes and meshes. ( #4482 )
2024-11-11 19:55:33 +01:00
728ccc96bc
Use the vertex color as part of the base shader in GLSL330 ( #4431 )
2024-10-24 23:49:30 +02:00
43b0c9410e
[examples] Add new example: shaders_vertex_displacement ( #4186 )
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* shaders-vertex_displacement init
* implement simulation of wave in ocean
* update examples/README & add some comments
* update comments
* add gl100 shaders
2024-08-04 21:58:26 +02:00
fffae1a975
Fix fragPosition using wrong matrix in lighting_instancing.vs ( #4056 )
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fragPosition was multiplied by mvp*instanceTransform, but it should only be multiplied by instanceTransform. Compare to lighting.vs, there we only use mvp for gl_Position, but matModel for the fragPosition.
2024-06-11 20:55:13 +02:00
34d00d5217
Minor formatting tweaks
2024-05-05 19:46:31 +02:00
e039a221a3
Review formating
2023-12-23 14:07:45 +01:00
1fc3d9aeb2
Add shadowmapping example ( #3653 )
2023-12-19 10:37:41 +01:00
9bdc217987
basic PBR example ( #3621 )
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* basic pbr example
pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve
* Unloading PBRMAterial
I forgot unloading PBRMaterial
* fix small issue with texOffset assigment.
value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .
* Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
2023-12-15 17:13:44 +01:00
38205d67da
Remove unused structures from lighting fragment shaders ( #3497 )
2023-11-01 12:16:14 +01:00
3645244f9f
examples/shaders: Add an example for deferred shading ( #3496 )
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* add example for deferred rendering/shading
* adapt convention
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Co-authored-by: 27justin <me@justin.cx >
2023-10-31 20:13:12 +01:00
975d4154e6
Fix the Julia set shader example ( #3467 )
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* Simplify POI selection
* Improve mouse logic
* Add colour cycles to the shader to show finer details. Works well with high iteration numbers
* Testing things...
* Actually fix zoom. Also allow user to reset camera with 'R'
* Reset max iterations
* Tidying & comments
* Revert to original if statement
* Make mouse logic more readable
* Style conventions
* Coding conventions - f postifx on floating points
* Missed a few f postfixes
2023-10-29 16:41:02 +01:00
bc15c19518
Texture Tiling Example - luis605 ( #3353 )
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* Texture Tiling Example - luis605
* Removed SetTraceLogLevel(LOG_WARNING);
2023-10-01 23:01:59 +02:00
fc0d132566
Remove e from secondes ( #3270 )
2023-08-28 22:49:45 +02:00
5573f0f1c7
REVIEWED: Ligthmap example
2023-05-04 20:35:20 +02:00
abcbd9817e
Lightmap example. ( #3043 )
2023-05-04 20:21:35 +02:00
54ccb18e87
Update write_depth.fs
2023-03-14 13:39:33 +01:00
4ae0a416f4
Added raymarch example and thumbnail for write depth ( #2919 )
2023-02-11 13:37:50 +01:00
5ba41e4f7f
REVIEWED: shaders_write_depth example
2023-01-01 18:31:03 +01:00
3cfb9a6e83
[example] Writing into the depth buffer ( #2836 )
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* Add a depth buffer example.
* Fixed a typo
2023-01-01 18:17:28 +01:00
0e5cd442be
REVIEWED: Renamed some shaders, fix #2707
2022-09-19 18:29:08 +02:00
c6c71fe73c
REVIEWED: DrawMesh() #2511
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Disable color vertex attribute if not provided by mesh
2022-07-04 17:47:47 +02:00
3879decb9f
REVIEWED: example: shaders_mesh_instancing
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Simplified example
2022-06-21 21:06:03 +02:00
fec0ce34c5
Remove trailing spaces
2021-10-19 14:57:12 +02:00
1b91ac0b0d
REVIEWED: EXAMPLE: shaders_shapes_outline
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Removed unneeded resources to use raylib ones.
2021-10-12 13:36:31 +02:00
64e786fe28
Add example shaders_shapes_outline.c ( #1883 )
2021-07-18 23:45:13 +02:00
cdc3754449
ADDED: Support model normal matrix location #1691
2021-03-31 20:44:16 +02:00
c772de702b
REVIEWED: DrawMeshInstanced() matrix computations
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Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
2021-03-31 19:59:23 +02:00
ff6d5c8ddb
REVIEWED: shaders_multi_sample2d
2021-03-17 19:03:51 +01:00
2884b88101
out is a keyword in shaders and can't be used as a variable name. ( #1558 )
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Co-authored-by: Jeffery Myers <JefMyers@blizzard.com >
2021-01-31 21:37:27 +01:00
65b299c6cf
Replace tabs by 4 spaces
2021-01-25 17:53:04 +01:00
8e15dae5ed
Review contributed examples
2020-11-01 13:39:48 +01:00
8a16348131
Support multiple sample2D on batch drawing #1333
2020-10-29 20:22:52 +01:00
4bcddc3b15
[wip] rlDrawMeshInstanced ( #1318 )
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* rlDrawMeshInstanced first attempt
* rlDrawMeshInstanced OpenGL 3.3 and VAO checks
* rlDrawMeshInstanced GetShaderAttribLocation; comments
* example instanced shader
* RLGL_STANDALONE RAYMATH_STANDALONE Vector4
* apply suggested naming changes; add instanced mesh example
* remove orphan variables
2020-09-27 10:29:05 +02:00
405d3fac0c
Corrected issue with floor() #1377
2020-09-15 11:40:51 +02:00
26f6a64a39
NEW EXAMPLE: shaders_hot_reloading #1198
2020-08-16 11:18:25 +02:00
3c095f9d34
Fix color of ambient light ( #1330 )
2020-07-30 12:51:58 +02:00
74339b9fdc
[example] Review shaders_spotlight to work on GLSL 100
2020-03-25 18:39:21 +01:00
2dbcef218c
spotlight example, each spot has own radius, mouse countrol ( #1148 )
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NB glsl100 shader needs testing on "bare metal"
Co-authored-by: codifies <nospam@antispam.com >
2020-03-25 10:28:16 +01:00
5e670be239
REVIEWED: shaders_spotlight example
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It seems something is not working properly...
2020-03-24 19:49:09 +01:00
efe359d613
as per request spotlight example ( #1146 )
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Co-authored-by: codifies <nospam@antispam.com >
2020-03-24 14:27:14 +01:00
485787059a
Review shader exaples to work on web (GLSL 100)
2020-03-02 13:27:54 +01:00