93 Commits

Author SHA1 Message Date
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
Ray
db8b199363 Reviewed shader 2024-08-06 18:32:14 +02:00
b44b759b8f [examples][shaders_raymarching] Add raymarching.fs for GLSL120 (#4183)
* Create raymarching.fs

* Update raymarching.fs

* Update raymarching.fs

* Update raymarching.fs

Remove `fragColor` as it is unused

Move the license to the top of the code to improve readability.
2024-08-06 18:30:15 +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
2d94d8d06d [examples] Fix PBR and Shadowmap example shaders for GLSL 1.20 (#4167)
* Update pbr.fs

remove presicion mediump float because it is for GLES, and not desktop GL

* Fix shadowmap.fs

also suffers the same problem as pbr.fs
2024-07-20 10:42:55 +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
25c6c12150 Added glsl 100 and 120 shaders to lightmap example. (#3543)
* Added glsl 100 and 120 shaders to lightmap example.

* Fixed lightmap example resource loading on web.
2023-11-18 20:02:33 +01:00
Ray
21354119cc REVIEWED: Makefile.Web, reorganize and add examples 2023-11-08 18:10:29 +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
c48de2d1af Rename lighting_instanced shader (glsl100) to lighting_instancing (#2805)
* JSON parser: Use array for function params (#2255)

* Parser: follow C convention of type before name

* Update file names in build scripts

* Rename lighting_instanced shader to instancing
2022-11-22 18:16:44 +01:00
Ray
0e5cd442be REVIEWED: Renamed some shaders, fix #2707 2022-09-19 18:29:08 +02:00
Ray
4b76aa09dd ADDED: lighting.fs for GLSL120 Fix #2651 2022-08-29 14:36:07 +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
Ray
1fac09d0f4 REVIEWED: example: Compute shader Game-of-life 2021-10-31 12:28:04 +01:00
f090f5444c Add Conway's Game of Life compute shader example. (#2088)
* Add Conway's Game of Life compute shader example.

* Fix various shaders problems, and tune command buffer size.

* Various coding convention changes.
2021-10-31 11:46:38 +01:00
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
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
7d2845a661 Improve assets license information 2021-07-16 14:29:20 +02:00
30a3dae8a6 Update texel_checker.png 2021-07-16 14:27:56 +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
fd3e2fda00 RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
2021-03-31 18:40:04 +02:00
Ray
bae423be41 Create reload.fs 2021-03-17 19:18:31 +01:00
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
7e9028ae08 Update user name 2020-12-03 20:17:50 +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
Ray
37e2d993e7 Updated assets
Reduce size and better license CC0
2020-10-29 18:41:05 +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