2e151408bb
REVIEWED: models_yaw_pitch_roll
2021-10-19 14:58:04 +02:00
fec0ce34c5
Remove trailing spaces
2021-10-19 14:57:12 +02:00
f437f7b405
Reviewed makefile and examples building
2021-10-17 21:00:52 +02:00
64e786fe28
Add example shaders_shapes_outline.c ( #1883 )
2021-07-18 23:45:13 +02:00
fd3e2fda00
RENAMED: example: shaders_mesh_instancing
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shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
2021-03-31 18:40:04 +02:00
bae423be41
Create reload.fs
2021-03-17 19:18:31 +01:00
ff6d5c8ddb
REVIEWED: shaders_multi_sample2d
2021-03-17 19:03:51 +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
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
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
cacd4a9d90
Some examples tweaks
2020-01-30 12:27:04 +01:00
3aad221b1e
Review some shaders to work on GLSL 100
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Tested on Raspberry Pi... Just note that platform is very limited by GPU...
2019-12-04 19:52:53 +01:00
a6db31c01e
updated RayMarching Demo ( #997 )
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* Removed Unused Uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Removed Unused uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Updated Source
Added - #define PLATFORM_DESKTOP line for desktop users.
This now will correctly find the proper glsl version for the raymarching.fs file.
Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
They were never used and they were triggering a log warning.
Removed - The const from both screenWidth and screenHeight.
Now they can be used to update the shader resolution when screen is resized.
NOTE : This is a quick fix and probably not the best idea.
Added - IsWindowResized() to check if screen is resized.
If window is resized then width, height and shader resolution are updated.
Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.
* Closer Match to original code
* Removed the PLATFORM_DESKTOP Define
2019-10-26 09:45:15 +02:00
ce87d2ced4
new example: shaders_eratosthenes
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Contributed by ProfJski
2019-05-16 17:23:31 +02:00
9fd410b8a8
Review shader to use provided texture coordinates
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Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
2019-05-16 17:07:59 +02:00
f1ffb3f573
Review shaders for GLSL 100
2019-05-16 10:05:14 +02:00
2ddc4bacba
Example review
2019-05-06 09:41:54 +02:00
0fe56b1674
Adding basic palette-switching example using uniform arrays.
2019-01-09 16:20:56 +01:00
f3d144bf0e
Convert window render sizes to floats
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GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf ), page 22), so this shader will not load properly during build.
It's not a super important change, but I came across it while playing with the examples on my pi.
2018-07-21 18:56:16 +02:00
0fc1323c80
Renamed modelviewprojection matrix
2017-08-25 01:43:55 +02:00
65e6a6db53
Improved shaders_postprocessing example
2017-05-16 00:14:14 +02:00
aba25e9ba3
Move shaders to examples
2017-05-15 22:48:04 +02:00
20d205cae5
Working on examples...
2017-04-08 23:31:58 +02:00
dd4dd0e87d
Reorganize examples folder
2017-04-04 01:54:49 +02:00