20 Commits

Author SHA1 Message Date
Ray
811ec4fb1e REVIEWED: shaders_shadowmap_rendering example 2025-09-08 21:02:58 +02:00
Ray
ef0dd5f774 REXM: Updated examples after some renames 2025-09-08 21:01:59 +02:00
Ray
c7f8843200 REXM: RENAME: example: shaders_eratosthenes --> shaders_eratosthenes_sieve 2025-09-08 20:37:27 +02:00
Ray
851bb3120d REXM: RENAME: example: shaders_view_depth --> shaders_depth_rendering 2025-09-08 20:37:11 +02:00
Ray
adda398e65 REXM: RENAME: example: shapes_easings_rectangle_array --> shapes_easings_rectangles 2025-09-08 20:36:48 +02:00
Ray
5ac0539481 REXM: RENAME: example: shapes_easings_box_anim --> shapes_easings_box 2025-09-08 20:36:41 +02:00
Ray
84baaa6ee7 REXM: RENAME: example: shapes_easings_ball_anim --> shapes_easings_ball 2025-09-08 20:36:29 +02:00
Ray
ede4547015 REXM: RENAME: example: models_draw_cube_texture --> models_textured_cube 2025-09-08 20:35:37 +02:00
Ray
d8f3b51a3f REXM: RENAME: example: models_animation --> models_animation_playing 2025-09-08 20:35:27 +02:00
Ray
4a23ed698f REXM: RENAME: example: shaders_raymarching --> shaders_raymarching_rendering 2025-09-08 20:34:48 +02:00
Ray
f4f3325e1e REXM: RENAME: example: shaders_spotlight --> shaders_spotlight_rendering 2025-09-08 20:34:33 +02:00
Ray
11ca32493a REXM: RENAME: example: shaders_lightmap --> shaders_lightmap_rendering 2025-09-08 20:34:16 +02:00
Ray
07070b81e8 REXM: RENAME: example: shaders_shadowmap --> shaders_shadowmap_rendering 2025-09-08 20:33:36 +02:00
Ray
6afc608477 REXM: RENAME: example: shaders_normal_map --> shaders_normalmap_rendering 2025-09-08 20:33:18 +02:00
Ray
4cf4c6645e REXM: RENAME: example: shaders_hybrid_render --> shaders_hybrid_rendering 2025-09-08 20:30:45 +02:00
Ray
14bef50464 REXM: RENAME: example: shaders_deferred_render --> shaders_deferred_rendering 2025-09-08 20:30:26 +02:00
Ray
ab3e99fd30 REXM: RENAME: example: models_cubicmap --> models_cubicmap_rendering 2025-09-08 20:30:07 +02:00
Ray
463d069eff REXM: RENAME: example: models_heightmap --> models_heightmap_rendering 2025-09-08 20:29:53 +02:00
Ray
b67e7ffc44 REXM: RENAME: example: shapes_draw_circle_sector --> shapes_circle_sector_drawing 2025-09-08 20:28:17 +02:00
Ray
16fbca2e8b REXM: RENAME: example: shapes_draw_rectangle_rounded --> shapes_rounded_rectangle_drawing 2025-09-08 20:27:00 +02:00
61 changed files with 9344 additions and 9343 deletions

View File

@ -538,15 +538,14 @@ CORE = \
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_circle_sector_drawing \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_digital_clock \
shapes/shapes_double_pendulum \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_easings_ball \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
@ -554,6 +553,7 @@ SHAPES = \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
shapes/shapes_ring_drawing \
shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
@ -601,16 +601,15 @@ TEXT = \
text/text_writing_anim
MODELS = \
models/models_animation \
models/models_animation_playing \
models/models_billboard_rendering \
models/models_bone_socket \
models/models_box_collisions \
models/models_cubicmap \
models/models_draw_cube_texture \
models/models_cubicmap_rendering \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_gpu_skinning \
models/models_heightmap \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
models/models_loading_m3d \
@ -622,6 +621,7 @@ MODELS = \
models/models_rlgl_solar_system \
models/models_skybox_rendering \
models/models_tesseract_view \
models/models_textured_cube \
models/models_waving_cubes \
models/models_yaw_pitch_roll
@ -629,31 +629,31 @@ SHADERS = \
shaders/shaders_basic_lighting \
shaders/shaders_basic_pbr \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
shaders/shaders_deferred_rendering \
shaders/shaders_depth_rendering \
shaders/shaders_eratosthenes_sieve \
shaders/shaders_fog_rendering \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_render \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_lightmap_rendering \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_normal_map \
shaders/shaders_normalmap_rendering \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_raymarching_rendering \
shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap \
shaders/shaders_shadowmap_rendering \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_spotlight_rendering \
shaders/shaders_texture_outline \
shaders/shaders_texture_rendering \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_vertex_displacement \
shaders/shaders_view_depth \
shaders/shaders_write_depth
AUDIO = \

View File

@ -538,15 +538,14 @@ CORE = \
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_circle_sector_drawing \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_digital_clock \
shapes/shapes_double_pendulum \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_easings_ball \
shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
@ -554,6 +553,7 @@ SHAPES = \
shapes/shapes_rectangle_advanced \
shapes/shapes_rectangle_scaling \
shapes/shapes_ring_drawing \
shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
@ -601,16 +601,15 @@ TEXT = \
text/text_writing_anim
MODELS = \
models/models_animation \
models/models_animation_playing \
models/models_billboard_rendering \
models/models_bone_socket \
models/models_box_collisions \
models/models_cubicmap \
models/models_draw_cube_texture \
models/models_cubicmap_rendering \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_gpu_skinning \
models/models_heightmap \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
models/models_loading_m3d \
@ -622,6 +621,7 @@ MODELS = \
models/models_rlgl_solar_system \
models/models_skybox_rendering \
models/models_tesseract_view \
models/models_textured_cube \
models/models_waving_cubes \
models/models_yaw_pitch_roll
@ -629,31 +629,31 @@ SHADERS = \
shaders/shaders_basic_lighting \
shaders/shaders_basic_pbr \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
shaders/shaders_deferred_rendering \
shaders/shaders_depth_rendering \
shaders/shaders_eratosthenes_sieve \
shaders/shaders_fog_rendering \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_render \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_lightmap_rendering \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_normal_map \
shaders/shaders_normalmap_rendering \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_raymarching_rendering \
shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap \
shaders/shaders_shadowmap_rendering \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_spotlight_rendering \
shaders/shaders_texture_outline \
shaders/shaders_texture_rendering \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_vertex_displacement \
shaders/shaders_view_depth \
shaders/shaders_write_depth
AUDIO = \
@ -793,6 +793,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_collision_area: shapes/shapes_collision_area.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -805,19 +808,13 @@ shapes/shapes_digital_clock: shapes/shapes_digital_clock.c
shapes/shapes_double_pendulum: shapes/shapes_double_pendulum.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c
shapes/shapes_easings_ball: shapes/shapes_easings_ball.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c
shapes/shapes_easings_box: shapes/shapes_easings_box.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_easings_ball_anim: shapes/shapes_easings_ball_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_easings_box_anim: shapes/shapes_easings_box_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_easings_rectangle_array: shapes/shapes_easings_rectangle_array.c
shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
@ -841,6 +838,9 @@ shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
shapes/shapes_ring_drawing: shapes/shapes_ring_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1018,7 +1018,7 @@ text/text_writing_anim: text/text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile MODELS examples
models/models_animation: models/models_animation.c
models/models_animation_playing: models/models_animation_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
@ -1038,15 +1038,11 @@ models/models_bone_socket: models/models_bone_socket.c
models/models_box_collisions: models/models_box_collisions.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
models/models_cubicmap: models/models_cubicmap.c
models/models_cubicmap_rendering: models/models_cubicmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_draw_cube_texture: models/models_draw_cube_texture.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_first_person_maze: models/models_first_person_maze.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
@ -1061,7 +1057,7 @@ models/models_gpu_skinning: models/models_gpu_skinning.c
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
models/models_heightmap: models/models_heightmap.c
models/models_heightmap_rendering: models/models_heightmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/heightmap.png@resources/heightmap.png
@ -1116,6 +1112,10 @@ models/models_skybox_rendering: models/models_skybox_rendering.c
models/models_tesseract_view: models/models_tesseract_view.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
models/models_textured_cube: models/models_textured_cube.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_waving_cubes: models/models_waving_cubes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1150,14 +1150,18 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
--preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \
--preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
shaders/shaders_deferred_render: shaders/shaders_deferred_render.c
shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \
--preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \
--preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \
--preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs
shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c
shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
shaders/shaders_eratosthenes_sieve: shaders/shaders_eratosthenes_sieve.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs
@ -1171,7 +1175,7 @@ shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c
shaders/shaders_hybrid_rendering: shaders/shaders_hybrid_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/hybrid_raymarch.fs@resources/shaders/glsl100/hybrid_raymarch.fs \
--preload-file shaders/resources/shaders/glsl100/hybrid_raster.fs@resources/shaders/glsl100/hybrid_raster.fs
@ -1180,7 +1184,7 @@ shaders/shaders_julia_set: shaders/shaders_julia_set.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs
shaders/shaders_lightmap: shaders/shaders_lightmap.c
shaders/shaders_lightmap_rendering: shaders/shaders_lightmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/lightmap.vs@resources/shaders/glsl100/lightmap.vs \
--preload-file shaders/resources/shaders/glsl100/lightmap.fs@resources/shaders/glsl100/lightmap.fs \
@ -1202,7 +1206,7 @@ shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
shaders/shaders_normal_map: shaders/shaders_normal_map.c
shaders/shaders_normalmap_rendering: shaders/shaders_normalmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/normalmap.vs@resources/shaders/glsl100/normalmap.vs \
--preload-file shaders/resources/shaders/glsl100/normalmap.fs@resources/shaders/glsl100/normalmap.fs \
@ -1231,7 +1235,7 @@ shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
--preload-file shaders/resources/shaders/glsl100/bloom.fs@resources/shaders/glsl100/bloom.fs \
--preload-file shaders/resources/shaders/glsl100/blur.fs@resources/shaders/glsl100/blur.fs
shaders/shaders_raymarching: shaders/shaders_raymarching.c
shaders/shaders_raymarching_rendering: shaders/shaders_raymarching_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
@ -1240,7 +1244,7 @@ shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
--preload-file shaders/resources/shaders/glsl100/rounded_rectangle.fs@resources/shaders/glsl100/rounded_rectangle.fs
shaders/shaders_shadowmap: shaders/shaders_shadowmap.c
shaders/shaders_shadowmap_rendering: shaders/shaders_shadowmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/shadowmap.vs@resources/shaders/glsl100/shadowmap.vs \
--preload-file shaders/resources/shaders/glsl100/shadowmap.fs@resources/shaders/glsl100/shadowmap.fs \
@ -1258,7 +1262,7 @@ shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
--preload-file shaders/resources/plasma.png@resources/plasma.png \
--preload-file shaders/resources/mask.png@resources/mask.png
shaders/shaders_spotlight: shaders/shaders_spotlight.c
shaders/shaders_spotlight_rendering: shaders/shaders_spotlight_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/raysan.png@resources/raysan.png \
--preload-file shaders/resources/shaders/glsl100/spotlight.fs@resources/shaders/glsl100/spotlight.fs
@ -1287,10 +1291,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
shaders/shaders_view_depth: shaders/shaders_view_depth.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
shaders/shaders_write_depth: shaders/shaders_write_depth.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs

View File

@ -76,12 +76,12 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐☆☆☆ | 1.7 | 1.7 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_ball](shapes/shapes_easings_ball.c) | <img src="shapes/shapes_easings_ball.png" alt="shapes_easings_ball" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_box](shapes/shapes_easings_box.c) | <img src="shapes/shapes_easings_box.png" alt="shapes_easings_box" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) | <img src="shapes/shapes_easings_rectangles.png" alt="shapes_easings_rectangles" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) | <img src="shapes/shapes_ring_drawing.png" alt="shapes_ring_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) | <img src="shapes/shapes_circle_sector_drawing.png" alt="shapes_circle_sector_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) | <img src="shapes/shapes_rounded_rectangle_drawing.png" alt="shapes_rounded_rectangle_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
| [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | <img src="shapes/shapes_rectangle_advanced.png" alt="shapes_rectangle_advanced" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) |
| [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
@ -147,10 +147,10 @@ Examples using raylib models functionality, including models loading/generation
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
| [models_animation_playing](models/models_animation_playing.c) | <img src="models/models_animation_playing.png" alt="models_animation_playing" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
| [models_billboard_rendering](models/models_billboard_rendering.c) | <img src="models/models_billboard_rendering.png" alt="models_billboard_rendering" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="80"> | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_cubicmap_rendering](models/models_cubicmap_rendering.c) | <img src="models/models_cubicmap_rendering.png" alt="models_cubicmap_rendering" width="80"> | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
@ -164,9 +164,9 @@ Examples using raylib models functionality, including models loading/generation
| [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) |
| [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) |
| [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_heightmap_rendering](models/models_heightmap_rendering.c) | <img src="models/models_heightmap_rendering.png" alt="models_heightmap_rendering" width="80"> | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_skybox_rendering](models/models_skybox_rendering.c) | <img src="models/models_skybox_rendering.png" alt="models_skybox_rendering" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_draw_cube_texture](models/models_draw_cube_texture.c) | <img src="models/models_draw_cube_texture.png" alt="models_draw_cube_texture" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_textured_cube](models/models_textured_cube.c) | <img src="models/models_textured_cube.png" alt="models_textured_cube" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_gpu_skinning](models/models_gpu_skinning.c) | <img src="models/models_gpu_skinning.png" alt="models_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
@ -183,29 +183,29 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
| [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_raymarching_rendering](shaders/shaders_raymarching_rendering.c) | <img src="shaders/shaders_raymarching_rendering.png" alt="shaders_raymarching_rendering" width="80"> | ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_texture_rendering](shaders/shaders_texture_rendering.c) | <img src="shaders/shaders_texture_rendering.png" alt="shaders_texture_rendering" width="80"> | ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) |
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
| [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | <img src="shaders/shaders_eratosthenes_sieve.png" alt="shaders_eratosthenes_sieve" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_normal_map](shaders/shaders_normal_map.c) | <img src="shaders/shaders_normal_map.png" alt="shaders_normal_map" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) | <img src="shaders/shaders_normalmap_rendering.png" alt="shaders_normalmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) | <img src="shaders/shaders_spotlight_rendering.png" alt="shaders_spotlight_rendering" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | <img src="shaders/shaders_hybrid_rendering.png" alt="shaders_hybrid_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
| [shaders_shadowmap](shaders/shaders_shadowmap.c) | <img src="shaders/shaders_shadowmap.png" alt="shaders_shadowmap" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | <img src="shaders/shaders_shadowmap_rendering.png" alt="shaders_shadowmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
| [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
| [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_view_depth](shaders/shaders_view_depth.c) | <img src="shaders/shaders_view_depth.png" alt="shaders_view_depth" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
### category: audio [8]

View File

@ -51,12 +51,12 @@ shapes;shapes_rectangle_scaling;★★☆☆;2.5;2.5;2018;2025;"Vlad Adrian";@de
shapes;shapes_lines_bezier;★☆☆☆;1.7;1.7;2017;2025;"Ramon Santamaria";@raysan5
shapes;shapes_collision_area;★★☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_following_eyes;★★☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_ball_anim;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_box_anim;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_rectangle_array;★★★☆;2.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_ball;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_box;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_easings_rectangles;★★★☆;2.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_ring_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_draw_circle_sector;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_draw_rectangle_rounded;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_circle_sector_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_rounded_rectangle_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
shapes;shapes_top_down_lights;★★★★;4.2;4.2;2022;2025;"Jeffery Myers";@JeffM2501
shapes;shapes_rectangle_advanced;★★★★;5.5;5.5;2024;2025;"Everton Jr.";@evertonse
shapes;shapes_splines_drawing;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
@ -101,10 +101,10 @@ text;text_unicode_emojis;★★★★;2.5;4.0;2019;2025;"Vlad Adrian";@demizdor
text;text_unicode_ranges;★★★★;5.5;5.6;2025;2025;"Vlad Adrian";@demizdor
text;text_3d_drawing;★★★★;3.5;4.0;2021;2025;"Vlad Adrian";@demizdor
text;text_codepoints_loading;★★★☆;4.2;4.2;2022;2025;"Ramon Santamaria";@raysan5
models;models_animation;★★☆☆;2.5;3.5;2019;2025;"Culacant";@culacant
models;models_animation_playing;★★☆☆;2.5;3.5;2019;2025;"Culacant";@culacant
models;models_billboard_rendering;★★★☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_box_collisions;★☆☆☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_cubicmap;★★☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_cubicmap_rendering;★★☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_first_person_maze;★★☆☆;2.5;3.5;2019;2025;"Ramon Santamaria";@raysan5
models;models_geometric_shapes;★☆☆☆;1.0;3.5;2014;2025;"Ramon Santamaria";@raysan5
models;models_mesh_generation;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5
@ -118,9 +118,9 @@ models;models_point_rendering;★★★☆;5.0;5.0;2024;2025;"Reese Gallagher";@
models;models_rlgl_solar_system;★★★★;2.5;4.0;2018;2025;"Ramon Santamaria";@raysan5
models;models_yaw_pitch_roll;★★☆☆;1.8;4.0;2017;2025;"Berni";@Berni8k
models;models_waving_cubes;★★★☆;2.5;3.7;2019;2025;"Codecat";@codecat
models;models_heightmap;★☆☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_heightmap_rendering;★☆☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_skybox_rendering;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5
models;models_draw_cube_texture;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5
models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5
models;models_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
@ -130,29 +130,29 @@ shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria
shaders;shaders_custom_uniform;★★☆☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5
shaders;shaders_postprocessing;★★★☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5
shaders;shaders_palette_switch;★★★☆;2.5;3.7;2019;2025;"Marco Lizza";@MarcoLizza
shaders;shaders_raymarching;★★★★;2.0;4.2;2018;2025;"Ramon Santamaria";@raysan5
shaders;shaders_raymarching_rendering;★★★★;2.0;4.2;2018;2025;"Ramon Santamaria";@raysan5
shaders;shaders_texture_rendering;★★☆☆;2.0;3.7;2019;2025;"Michał Ciesielski";@ciessielski
shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";@GoldenThumbs
shaders;shaders_texture_waves;★★☆☆;2.5;3.7;2019;2025;"Anata";@anatagawa
shaders;shaders_julia_set;★★★☆;2.5;4.0;2019;2025;"Josh Colclough";@joshcol9232
shaders;shaders_eratosthenes;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
shaders;shaders_eratosthenes_sieve;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
shaders;shaders_fog_rendering;★★★☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_hot_reloading;★★★☆;3.0;3.5;2020;2025;"Ramon Santamaria";@raysan5
shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@seanpringle
shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
shaders;shaders_normal_map;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
shaders;shaders_spotlight;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_deferred_render;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
shaders;shaders_hybrid_render;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
shaders;shaders_normalmap_rendering;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
shaders;shaders_spotlight_rendering;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
shaders;shaders_shadowmap;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
shaders;shaders_write_depth;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
shaders;shaders_lightmap;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
shaders;shaders_view_depth;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605
shaders;shaders_depth_rendering;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605
audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5
audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
audio;audio_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - animation
* raylib [models] example - animation playing
*
* Example complexity rating: [] 2/4
*
@ -33,7 +33,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation");
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation playing");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - cubicmap
* raylib [models] example - cubicmap rendering
*
* Example complexity rating: [] 2/4
*
@ -25,7 +25,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap");
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - heightmap
* raylib [models] example - heightmap rendering
*
* Example complexity rating: [] 1/4
*
@ -25,7 +25,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap");
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap rendering");
// Define our custom camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - draw cube texture
* raylib [models] example - textured cube
*
* Example complexity rating: [] 2/4
*
@ -33,7 +33,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
InitWindow(screenWidth, screenHeight, "raylib [models] example - textured cube");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - deferred render
* raylib [shaders] example - deferred rendering
*
* Example complexity rating: [] 4/4
*
@ -67,7 +67,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred rendering");
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - view depth
* raylib [shaders] example - depth rendering
*
* Example complexity rating: [] 3/4
*
@ -36,7 +36,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - view depth");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
// Init camera
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - eratosthenes
* raylib [shaders] example - eratosthenes sieve
*
* 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 - eratosthenes");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve");
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - hybrid render
* raylib [shaders] example - hybrid rendering
*
* 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 - hybrid render");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid rendering");
// 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 - lightmap
* raylib [shaders] example - lightmap rendering
*
* Example complexity rating: [] 3/4
*
@ -46,7 +46,7 @@ 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 - lightmap");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - normal map
* raylib [shaders] example - normalmap rendering
*
* Example complexity rating: [] 4/4
*
@ -39,7 +39,7 @@ int main(void)
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normal map");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normalmap rendering");
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.0f, -4.0f };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - raymarching
* raylib [shaders] example - raymarching rendering
*
* 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");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching rendering");
Camera camera = { 0 };
camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - shadowmap
* raylib [shaders] example - shadowmap rendering
*
* Example complexity rating: [] 4/4
*
@ -16,20 +16,21 @@
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 120
#define GLSL_VERSION 100
#endif
#define SHADOWMAP_RESOLUTION 1024
RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
void UnloadShadowmapRenderTexture(RenderTexture2D target);
void DrawScene(Model cube, Model robot);
static RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
static void UnloadShadowmapRenderTexture(RenderTexture2D target);
static void DrawScene(Model cube, Model robot);
//------------------------------------------------------------------------------------
// Program main entry point
@ -45,18 +46,19 @@ int main(void)
// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
// which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
Camera3D cam = (Camera3D){ 0 };
cam.position = (Vector3){ 10.0f, 10.0f, 10.0f };
cam.target = Vector3Zero();
cam.projection = CAMERA_PERSPECTIVE;
cam.up = (Vector3){ 0.0f, 1.0f, 0.0f };
cam.fovy = 45.0f;
Camera3D camera = (Camera3D){ 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
camera.target = Vector3Zero();
camera.projection = CAMERA_PERSPECTIVE;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
Color lightColor = WHITE;
Vector4 lightColorNormalized = ColorNormalize(lightColor);
@ -75,122 +77,115 @@ int main(void)
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
cube.materials[0].shader = shadowShader;
Model robot = LoadModel("resources/models/robot.glb");
for (int i = 0; i < robot.materialCount; i++)
{
robot.materials[i].shader = shadowShader;
}
for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
int animCount = 0;
ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
ModelAnimation *robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
Camera3D lightCam = (Camera3D){ 0 };
lightCam.position = Vector3Scale(lightDir, -15.0f);
lightCam.target = Vector3Zero();
// Use an orthographic projection for directional lights
lightCam.projection = CAMERA_ORTHOGRAPHIC;
lightCam.up = (Vector3){ 0.0f, 1.0f, 0.0f };
lightCam.fovy = 20.0f;
Camera3D lightCamera = { 0 };
lightCamera.position = Vector3Scale(lightDir, -15.0f);
lightCamera.target = Vector3Zero();
lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights
lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
lightCamera.fovy = 20.0f;
int frameCounter = 0;
// Store the light matrices
Matrix lightView = { 0 };
Matrix lightProj = { 0 };
Matrix lightViewProj = { 0 };
int textureActiveSlot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
int fc = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float dt = GetFrameTime();
float deltaTime = GetFrameTime();
Vector3 cameraPos = cam.position;
Vector3 cameraPos = camera.position;
SetShaderValue(shadowShader, shadowShader.locs[SHADER_LOC_VECTOR_VIEW], &cameraPos, SHADER_UNIFORM_VEC3);
UpdateCamera(&cam, CAMERA_ORBITAL);
UpdateCamera(&camera, CAMERA_ORBITAL);
fc++;
fc %= (robotAnimations[0].frameCount);
UpdateModelAnimation(robot, robotAnimations[0], fc);
frameCounter++;
frameCounter %= (robotAnimations[0].frameCount);
UpdateModelAnimation(robot, robotAnimations[0], frameCounter);
// Move light with arrow keys
const float cameraSpeed = 0.05f;
if (IsKeyDown(KEY_LEFT))
{
if (lightDir.x < 0.6f)
lightDir.x += cameraSpeed*60.0f*dt;
if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime;
}
if (IsKeyDown(KEY_RIGHT))
{
if (lightDir.x > -0.6f)
lightDir.x -= cameraSpeed*60.0f*dt;
if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime;
}
if (IsKeyDown(KEY_UP))
{
if (lightDir.z < 0.6f)
lightDir.z += cameraSpeed*60.0f*dt;
if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
}
if (IsKeyDown(KEY_DOWN))
{
if (lightDir.z > -0.6f)
lightDir.z -= cameraSpeed*60.0f*dt;
if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
}
lightDir = Vector3Normalize(lightDir);
lightCam.position = Vector3Scale(lightDir, -15.0f);
lightCamera.position = Vector3Scale(lightDir, -15.0f);
SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// First, render all objects into the shadowmap
// The idea is, we record all the objects' depths (as rendered from the light source's point of view) in a buffer
// Anything that is "visible" to the light is in light, anything that isn't is in shadow
// We can later use the depth buffer when rendering everything from the player's point of view
// to determine whether a given point is "visible" to the light
// Record the light matrices for future use!
Matrix lightView;
Matrix lightProj;
BeginTextureMode(shadowMap);
ClearBackground(WHITE);
BeginMode3D(lightCam);
lightView = rlGetMatrixModelview();
lightProj = rlGetMatrixProjection();
DrawScene(cube, robot);
EndMode3D();
ClearBackground(WHITE);
BeginMode3D(lightCamera);
lightView = rlGetMatrixModelview();
lightProj = rlGetMatrixProjection();
DrawScene(cube, robot);
EndMode3D();
EndTextureMode();
Matrix lightViewProj = MatrixMultiply(lightView, lightProj);
lightViewProj = MatrixMultiply(lightView, lightProj);
ClearBackground(RAYWHITE);
// Draw the scene using the generated shadowmap
BeginDrawing();
ClearBackground(RAYWHITE);
SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
rlEnableShader(shadowShader.id);
rlActiveTextureSlot(textureActiveSlot);
rlEnableTexture(shadowMap.depth.id);
rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1);
rlEnableShader(shadowShader.id);
int slot = 10; // Can be anything 0 to 15, but 0 will probably be taken up
rlActiveTextureSlot(10);
rlEnableTexture(shadowMap.depth.id);
rlSetUniform(shadowMapLoc, &slot, SHADER_UNIFORM_INT, 1);
BeginMode3D(cam);
// Draw the same exact things as we drew in the shadowmap!
DrawScene(cube, robot);
EndMode3D();
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);
DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
BeginMode3D(camera);
DrawScene(cube, robot); // Draw the same exact things as we drew in the shadowmap!
EndMode3D();
DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY);
EndDrawing();
if (IsKeyPressed(KEY_F))
{
TakeScreenshot("shaders_shadowmap.png");
}
if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png");
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shadowShader);
UnloadModel(cube);
UnloadModel(robot);
@ -203,7 +198,10 @@ int main(void)
return 0;
}
RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
// Load render texture for shadowmap projection
// NOTE: Load frmaebuffer with only a texture depth attachment,
// no color attachment required for shadowmap
static RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
{
RenderTexture2D target = { 0 };
@ -237,7 +235,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
}
// Unload shadowmap render texture from GPU memory (VRAM)
void UnloadShadowmapRenderTexture(RenderTexture2D target)
static void UnloadShadowmapRenderTexture(RenderTexture2D target)
{
if (target.id > 0)
{
@ -247,7 +245,9 @@ void UnloadShadowmapRenderTexture(RenderTexture2D target)
}
}
void DrawScene(Model cube, Model robot)
// Draw scene
// NOTE: Required several calls to generate shadowmap
static void DrawScene(Model cube, Model robot)
{
DrawModelEx(cube, Vector3Zero(), (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, (Vector3) { 10.0f, 1.0f, 10.0f }, BLUE);
DrawModelEx(cube, (Vector3) { 1.5f, 1.0f, -1.5f }, (Vector3) { 0.0f, 1.0f, 0.0f }, 0.0f, Vector3One(), WHITE);

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - spotlight
* raylib [shaders] example - spotlight rendering
*
* 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 - spotlight");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
HideCursor();
Texture texRay = LoadTexture("resources/raysan.png");

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw circle sector
* raylib [shapes] example - circle sector drawing
*
* Example complexity rating: [] 3/4
*
@ -30,7 +30,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings ball anim
* raylib [shapes] example - easings ball
*
* Example complexity rating: [] 2/4
*
@ -27,7 +27,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
// Ball variable value to be animated with easings
int ballPositionX = -100;

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings box anim
* raylib [shapes] example - easings box
*
* Example complexity rating: [] 2/4
*
@ -27,7 +27,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
// Box variables to be animated with easings
Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings rectangle array
* raylib [shapes] example - easings rectangles
*
* Example complexity rating: [] 3/4
*
@ -38,7 +38,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles");
Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };

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After

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw rectangle rounded
* raylib [shapes] example - rounded rectangle drawing
*
* Example complexity rating: [] 3/4
*
@ -30,7 +30,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing");
float roundness = 0.2f;
float width = 200.0f;

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@ -53,9 +53,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{C54703BF-D68A-480D-BE27-49B62E45D582}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_lightmap</RootNamespace>
<RootNamespace>shaders_lightmap_rendering</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shaders_lightmap</ProjectName>
<ProjectName>shaders_lightmap_rendering</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -553,7 +553,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shaders\shaders_lightmap.c" />
<ClCompile Include="..\..\..\examples\shaders\shaders_lightmap_rendering.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\examples\examples.rc" />

View File

@ -53,9 +53,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_normal_map</RootNamespace>
<RootNamespace>shaders_normalmap_rendering</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shaders_normal_map</ProjectName>
<ProjectName>shaders_normalmap_rendering</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -553,7 +553,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shaders\shaders_normal_map.c" />
<ClCompile Include="..\..\..\examples\shaders\shaders_normalmap_rendering.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\examples\examples.rc" />

View File

@ -85,19 +85,19 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_letterbox", "ex
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_world_screen", "examples\core_world_screen.vcxproj", "{79417CE2-FEEB-42F0-BC53-62D5267B19B1}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation", "examples\models_animation.vcxproj", "{AFDDE100-2D36-4749-817D-12E54C56312F}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation_playing", "examples\models_animation_playing.vcxproj", "{AFDDE100-2D36-4749-817D-12E54C56312F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_billboard_rendering", "examples\models_billboard_rendering.vcxproj", "{B7812167-50FB-4934-996F-DF6FE4CBBFDF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_box_collisions", "examples\models_box_collisions.vcxproj", "{39DB56C7-05F8-492C-A8D4-F19E40FECB59}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_cubicmap", "examples\models_cubicmap.vcxproj", "{82F3D34B-8DB2-4C6A-98B1-132245DD9D99}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_cubicmap_rendering", "examples\models_cubicmap_rendering.vcxproj", "{82F3D34B-8DB2-4C6A-98B1-132245DD9D99}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_first_person_maze", "examples\models_first_person_maze.vcxproj", "{CBD6C0F8-8200-4E9A-9D7C-6505A2AA4A62}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_geometric_shapes", "examples\models_geometric_shapes.vcxproj", "{14BA7F98-02CC-4648-9236-676BFF9458AF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_heightmap", "examples\models_heightmap.vcxproj", "{0859A973-E4FE-4688-8D16-0253163FDE24}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_heightmap_rendering", "examples\models_heightmap_rendering.vcxproj", "{0859A973-E4FE-4688-8D16-0253163FDE24}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading", "examples\models_loading.vcxproj", "{F3412853-2B6A-4334-8CF2-B796CDAE0850}"
EndProject
@ -185,23 +185,23 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_collision_area", "ex
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_colors_palette", "examples\shapes_colors_palette.vcxproj", "{D91367C2-2189-4859-A7FE-D2CAB84FA15C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_circle_sector", "examples\shapes_draw_circle_sector.vcxproj", "{33459B4E-1839-4856-BF6B-22480D11FE31}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_circle_sector_drawing", "examples\shapes_circle_sector_drawing.vcxproj", "{33459B4E-1839-4856-BF6B-22480D11FE31}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_rectangle_rounded", "examples\shapes_draw_rectangle_rounded.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rounded_rectangle_drawing", "examples\shapes_rounded_rectangle_drawing.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_ring_drawing", "examples\shapes_ring_drawing.vcxproj", "{C4416DA1-9E62-46BA-9CD3-F8963C79E1A1}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_ball_anim", "examples\shapes_easings_ball_anim.vcxproj", "{1C49E35A-2838-49D9-9D5F-4B8134960EF6}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_ball", "examples\shapes_easings_ball.vcxproj", "{1C49E35A-2838-49D9-9D5F-4B8134960EF6}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box_anim", "examples\shapes_easings_box_anim.vcxproj", "{F91142E2-A999-47F0-9E74-38C1E2930EBE}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box", "examples\shapes_easings_box.vcxproj", "{F91142E2-A999-47F0-9E74-38C1E2930EBE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangle_array", "examples\shapes_easings_rectangle_array.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangles", "examples\shapes_easings_rectangles.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_basic_lighting", "examples\shaders_basic_lighting.vcxproj", "{A6B2A11B-0669-4AF5-A025-8DD02DBBE5EA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_custom_uniform", "examples\shaders_custom_uniform.vcxproj", "{B176BB4A-CA31-4E2A-B790-3EA0ED2EE870}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes", "examples\shaders_eratosthenes.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes_sieve", "examples\shaders_eratosthenes_sieve.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_fog_rendering", "examples\shaders_fog_rendering.vcxproj", "{4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF}"
EndProject
@ -217,7 +217,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_palette_switch", "e
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_postprocessing", "examples\shaders_postprocessing.vcxproj", "{7381D91E-5C72-48F0-AAB4-95C9B10D7484}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_raymarching", "examples\shaders_raymarching.vcxproj", "{D36EC43E-B31F-4CF4-8285-93A7A9D90189}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_raymarching_rendering", "examples\shaders_raymarching_rendering.vcxproj", "{D36EC43E-B31F-4CF4-8285-93A7A9D90189}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mesh_instancing", "examples\shaders_mesh_instancing.vcxproj", "{274C0319-7E1E-4188-936B-8DF3331230B3}"
EndProject
@ -225,7 +225,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shapes_textures", "
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_simple_mask", "examples\shaders_simple_mask.vcxproj", "{600C3D4F-0670-4DB4-B30F-520A729053B5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight", "examples\shaders_spotlight.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight_rendering", "examples\shaders_spotlight_rendering.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_rendering", "examples\shaders_texture_rendering.vcxproj", "{A6F5E35E-B4A7-41B3-853A-75558E6E0715}"
EndProject
@ -269,9 +269,9 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_view_depth", "examples\shaders_view_depth.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_rendering", "examples\shaders_hybrid_rendering.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_sound_multi", "examples\audio_sound_multi.vcxproj", "{F81C5819-85B4-4D2E-B6DC-104A7634461B}"
EndProject
@ -285,9 +285,9 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_mouse_wheel", "e
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_draw_cube_texture", "examples\models_draw_cube_texture.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_textured_cube", "examples\models_textured_cube.vcxproj", "{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_render", "examples\shaders_deferred_render.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_deferred_rendering", "examples\shaders_deferred_rendering.vcxproj", "{88DE5AD6-0074-4A5A-BE22-C840153E35D5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_outline", "examples\shaders_texture_outline.vcxproj", "{A546E75A-5242-46E6-9A9E-6C91554EAB84}"
EndProject
@ -301,7 +301,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_advanced",
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap", "examples\shaders_shadowmap.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap_rendering", "examples\shaders_shadowmap_rendering.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_bone_socket", "examples\models_bone_socket.vcxproj", "{3A7FE53D-35F7-49DC-9C9A-A5204A53523F}"
EndProject
@ -325,7 +325,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_tesseract_view", "ex
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_basic_pbr", "examples\shaders_basic_pbr.vcxproj", "{4DF6D5E4-6796-4257-B466-BCD62DEBBCF8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_lightmap", "examples\shaders_lightmap.vcxproj", "{C54703BF-D68A-480D-BE27-49B62E45D582}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_lightmap_rendering", "examples\shaders_lightmap_rendering.vcxproj", "{C54703BF-D68A-480D-BE27-49B62E45D582}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_sound_positioning", "examples\audio_sound_positioning.vcxproj", "{9CD8BCAD-F212-4BCC-BA98-899743CE3279}"
EndProject
@ -333,7 +333,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_virtual_controls
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_3d_camera_fps", "examples\core_3d_camera_fps.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_normal_map", "examples\shaders_normal_map.vcxproj", "{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_normalmap_rendering", "examples\shaders_normalmap_rendering.vcxproj", "{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_unicode_ranges", "examples\text_unicode_ranges.vcxproj", "{6777EC3C-077C-42FC-B4AD-B799CE55CCE4}"
EndProject

View File

@ -64,12 +64,12 @@ Example elements validated:
| shapes_lines_bezier | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_collision_area | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_following_eyes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_ball_anim | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_box_anim | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_rectangle_array | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_ball | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_box | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_rectangles | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_ring_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_draw_circle_sector | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_draw_rectangle_rounded | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_circle_sector_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_rounded_rectangle_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_top_down_lights | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_rectangle_advanced | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_splines_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -114,10 +114,10 @@ Example elements validated:
| text_unicode_ranges | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| text_3d_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| text_codepoints_loading | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_playing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_billboard_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_box_collisions | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_cubicmap | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_cubicmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_first_person_maze | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_geometric_shapes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_mesh_generation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -131,9 +131,9 @@ Example elements validated:
| models_rlgl_solar_system | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_yaw_pitch_roll | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_waving_cubes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_heightmap | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_heightmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_skybox_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_draw_cube_texture | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_textured_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_gpu_skinning | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_bone_socket | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_tesseract_view | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -143,29 +143,29 @@ Example elements validated:
| shaders_custom_uniform | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_postprocessing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_palette_switch | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_raymarching | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_raymarching_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_texture_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_texture_outline | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_texture_waves | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_julia_set | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_eratosthenes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_eratosthenes_sieve | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_fog_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_simple_mask | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_hot_reloading | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_mesh_instancing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_multi_sample2d | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_normal_map | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_spotlight | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_deferred_render | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_hybrid_render | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_normalmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_spotlight_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_deferred_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_hybrid_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_texture_tiling | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_shadowmap | ✔ | ✔ | ✔ | ✔ | ✔ | | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_shadowmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_vertex_displacement | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_write_depth | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_basic_pbr | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_lightmap | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_lightmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_rounded_rectangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_view_depth | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_depth_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_module_playing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_music_stream | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_raw_stream | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

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@ -20,6 +20,7 @@ Example elements validated:
```
| **EXAMPLE NAME** | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]|
|:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:|
| shaders_shadowmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| rlgl_standalone | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| rlgl_compute_shader | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| easings_testbed | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |