Commit Graph

70 Commits

Author SHA1 Message Date
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)
* Add shaders_rounded_rectangle example

* Minor tweaks to example template (add star, more)

* Combine shaders

* Fix changes after review

---------

Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
2025-01-23 10:51:36 +01:00
Ray
cfbba79bd3 REVIEWED: example: models_textures_tiling shaders 2025-01-12 20:59:12 +01:00
Ray
fddfb58f85 REVIEWED: Potential shader issues 2025-01-12 20:39:07 +01:00
Ray
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
Ray
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)
* 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)
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
Ray
34d00d5217 Minor formatting tweaks 2024-05-05 19:46:31 +02:00
Ray
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)
* 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)
* add example for deferred rendering/shading

* adapt convention

---------

Co-authored-by: 27justin <me@justin.cx>
2023-10-31 20:13:12 +01:00
975d4154e6 Fix the Julia set shader example (#3467)
* 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)
* 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
Ray
5573f0f1c7 REVIEWED: Ligthmap example 2023-05-04 20:35:20 +02:00
abcbd9817e Lightmap example. (#3043) 2023-05-04 20:21:35 +02:00
Ray
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
Ray
5ba41e4f7f REVIEWED: shaders_write_depth example 2023-01-01 18:31:03 +01:00
3cfb9a6e83 [example] Writing into the depth buffer (#2836)
* Add a depth buffer example.

* Fixed a typo
2023-01-01 18:17:28 +01:00
Ray
0e5cd442be REVIEWED: Renamed some shaders, fix #2707 2022-09-19 18:29:08 +02:00
Ray
c6c71fe73c REVIEWED: DrawMesh() #2511
Disable color vertex attribute if not provided by mesh
2022-07-04 17:47:47 +02:00
Ray
3879decb9f REVIEWED: example: shaders_mesh_instancing
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
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
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
Ray
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)
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
Ray
8e15dae5ed Review contributed examples 2020-11-01 13:39:48 +01:00
Ray
8a16348131 Support multiple sample2D on batch drawing #1333 2020-10-29 20:22:52 +01:00
4bcddc3b15 [wip] rlDrawMeshInstanced (#1318)
* 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)
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
It seems something is not working properly...
2020-03-24 19:49:09 +01:00
efe359d613 as per request spotlight example (#1146)
Co-authored-by: codifies <nospam@antispam.com>
2020-03-24 14:27:14 +01:00
Ray
485787059a Review shader exaples to work on web (GLSL 100) 2020-03-02 13:27:54 +01:00