3 Commits

Author SHA1 Message Date
Ray
47231e37ef REVIEWED: shaders_lights_bloom example 2026-08-23 21:05:34 +02:00
0088b85952 [examples] Add lights_bloom_post (#6081)
Add a bloom light effect example
2026-08-23 20:58:02 +02:00
338458a92b Fix crash when adding a new textures or audio examples (#6089)
rexm could crash and corrupt examples_list.txt when adding a new example in the textures category. This happened because the tool searched for the category name as plain text, and "text" happens to be part of "textures" (and shows up inside names like core_render_texture), so it sometimes found the wrong spot and inserted the new example in the middle of an unrelated line.

This fix makes the search look for the exact category boundary instead of just any matching text, so it always finds the right place. It also fixes a small out-of-bounds issue that could happen specifically with the audio category, since it's the last one in the list.

Tested by creating a new textures example and a new audio example, both now work correctly and the examples list stays intact.
2026-08-23 20:50:26 +02:00
9 changed files with 401 additions and 3 deletions

View File

@ -0,0 +1,44 @@
#version 100
precision mediump float;
// Input values from vertex shader
varying vec3 fragPosition;
varying vec3 fragNormal;
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main()
{
vec4 texColor = texture2D(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 ambient = 0.05*texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++)
{
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
// Diffuse shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff*lightColors[i]*attenuation*1.2;
// Blinn-Phong specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec*lightColors[i]*attenuation*0.8;
}
vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
gl_FragColor = vec4(result, texColor.a);
}

View File

@ -0,0 +1,23 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
// Output values to fragment shader
varying vec3 fragPosition;
varying vec3 fragNormal;
varying vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
void main()
{
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,33 @@
#version 100
precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
void main()
{
vec4 color = texture2D(texture0, fragTexCoord);
// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
vec4 smp = texture2D(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
vec3 hdr = color.rgb + bloom.rgb*1.2;
vec3 ldr = hdr/(hdr + vec3(1.0));
gl_FragColor = vec4(ldr, color.a);
}

View File

@ -0,0 +1,44 @@
#version 330
// Input values from vertex shader
in vec3 fragPosition;
in vec3 fragNormal;
in vec2 fragTexCoord;
out vec4 finalColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main()
{
vec4 texColor = texture(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 ambient = 0.05*texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++)
{
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
// Diffuse shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff*lightColors[i]*attenuation*1.2;
// Blinn-Phong specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec*lightColors[i]*attenuation*0.8;
}
vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
finalColor = vec4(result, texColor.a);
}

View File

@ -0,0 +1,23 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Output values to fragment shader
out vec3 fragPosition;
out vec3 fragNormal;
out vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
void main()
{
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,32 @@
#version 330
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
void main()
{
vec4 color = texture(texture0, fragTexCoord);
// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
vec4 smp = texture(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
vec3 hdr = color.rgb + bloom.rgb*1.2;
vec3 ldr = hdr/(hdr + vec3(1.0));
finalColor = vec4(ldr, color.a);
}

View File

@ -0,0 +1,185 @@
/*******************************************************************************************
*
* raylib [shaders] example - forward multi-lighting with bloom
*
* Example demonstrates forward multi-point lighting (8 point lights, attenuation and
* Blinn-Phong specular) combined with a threshold-based bloom pass and Reinhard tone
* mapping, applied as a full-screen post-process pass
*
* Example complexity rating: [★★★☆] 3/4
*
* Example uses resources/shaders/glsl100 and resources/shaders/glsl330, shared with the
* rest of the shaders examples
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 PanicTitan (@PanicTitan)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <math.h> // Required for: sinf(), cosf()
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//--------------------------------------------------------------------------------------
// Global Definitions
//--------------------------------------------------------------------------------------
#define MAX_LIGHTS 8
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Forward multi-light shader and bloom post-process shader, both loaded from the
// resources folder shared with the rest of the shaders examples. If the GLSL version
// guessed from the PLATFORM_DESKTOP build flag turns out to be wrong for whatever
// raylib was built against, linking fails and silently falls back to the default
// shader - so this retries once with the other version, and either way the result
// is checked explicitly and reported on screen rather than staying silently wrong
Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lights_bloom.fs", GLSL_VERSION));
Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", GLSL_VERSION));
// Load models from generated cube mesh and plane
// NOTE: Meshes are automatically unloaded on UnloadModel()
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
cube.materials[0].shader = lightShader;
floor.materials[0].shader = lightShader;
int lightPosLoc = GetShaderLocation(lightShader, "lightPositions");
int lightColLoc = GetShaderLocation(lightShader, "lightColors");
int viewPosLoc = GetShaderLocation(lightShader, "viewPos");
Vector3 lightPositions[MAX_LIGHTS] = { 0 };
Vector3 lightColors[MAX_LIGHTS] = {
{ 1.0f, 0.2f, 0.2f }, // Red
{ 0.2f, 1.0f, 0.3f }, // Green
{ 0.2f, 0.5f, 1.0f }, // Blue
{ 1.0f, 0.8f, 0.1f }, // Yellow
{ 1.0f, 0.1f, 0.8f }, // Magenta
{ 0.1f, 1.0f, 1.0f }, // Cyan
{ 1.0f, 0.4f, 0.1f }, // Orange
{ 0.7f, 0.2f, 1.0f }, // Purple
};
SetShaderValueV(lightShader, lightColLoc, lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
float time = (float)GetTime();
// Orbital path for each point light, its own radius/height offset by index
for (int i = 0; i < MAX_LIGHTS; i++)
{
float angle = (i/(float)MAX_LIGHTS)*2.0f*PI + time*0.6f;
float radius = 4.2f + sinf(time*1.2f + i)*0.4f;
float height = 1.0f + sinf(time*1.8f + i)*0.6f;
lightPositions[i] = (Vector3){ sinf(angle)*radius, height, cosf(angle)*radius };
}
SetShaderValueV(lightShader, lightPosLoc, lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
SetShaderValue(lightShader, viewPosLoc, &camera.position, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Render the lit scene to an offscreen texture
BeginTextureMode(target);
ClearBackground((Color){ 12, 12, 18, 255 });
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
DrawGrid(10, 1.0f);
// Glowing bulbs mark each light's position
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color bulbColor = (Color){
(unsigned char)(lightColors[i].x*255),
(unsigned char)(lightColors[i].y*255),
(unsigned char)(lightColors[i].z*255),
255 };
DrawSphere(lightPositions[i], 0.15f, bulbColor);
}
EndMode3D();
EndTextureMode();
// Present the offscreen texture through the bloom + tone mapping shader
BeginDrawing();
ClearBackground(BLACK);
Rectangle srcRec = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
BeginShaderMode(bloomShader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(cube);
UnloadModel(floor);
UnloadShader(lightShader);
UnloadShader(bloomShader);
UnloadRenderTexture(target);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 203 KiB

View File

@ -588,7 +588,7 @@ int main(int argc, char *argv[])
else if (TextIsEqual(exCategory, "text")) nextCategoryIndex = 4;
else if (TextIsEqual(exCategory, "models")) nextCategoryIndex = 5;
else if (TextIsEqual(exCategory, "shaders")) nextCategoryIndex = 6;
else if (TextIsEqual(exCategory, "audio")) nextCategoryIndex = 7;
else if (TextIsEqual(exCategory, "audio")) nextCategoryIndex = -1; // EOF, "audio" is the last category, avoid out-of-bounds exCategories[7] access
// Get required example info from example file header (if provided)
@ -621,7 +621,13 @@ int main(int argc, char *argv[])
else
{
// Add example to collection, at the end of the category list
int categoryIndex = TextFindIndex(exCollectionList, exCategories[nextCategoryIndex]);
// NOTE: Search is anchored to "\n<category>;" (not just "<category>") to avoid
// false-positive matches when one category name is a text-prefix of another
// (e.g. "text" is a prefix of "textures", so a bare search for "text" matches
// inside "core_render_texture" or at the start of the "textures" block instead
// of the actual "text" category boundary, corrupting the collection list)
int categoryIndex = TextFindIndex(exCollectionList, TextFormat("\n%s;", exCategories[nextCategoryIndex])) + 1;
if (categoryIndex == 0) categoryIndex = (int)strlen(exCollectionList); // Category not found, fallback to EOF
memcpy(exCollectionListUpdated, exCollectionList, categoryIndex);
int textWritenSize = sprintf(exCollectionListUpdated + categoryIndex, TextFormat("%s;%s;%s;%s;%s;%i;%i;\"%s\";@%s\n",
exInfo->category, exInfo->name, starsText, exInfo->verCreated, exInfo->verUpdated, exInfo->yearCreated, exInfo->yearReviewed, exInfo->author, exInfo->authorGitHub));
@ -1030,8 +1036,16 @@ int main(int argc, char *argv[])
// Find position to add new example on list, just before the following category
// Category order: core, shapes, textures, text, models, shaders, audio
// NOTE: Search is anchored to "\n<category>;" (not just "\n<category>") to avoid
// false-positive matches when one category name is a text-prefix of another
// (e.g. "text" is a prefix of "textures", so a bare "\ntext" search matches the
// START of the "textures" block instead of the actual "text" category boundary).
int exListNextCatIndex = -1;
if (nextCatIndex != -1) exListNextCatIndex = TextFindIndex(exList, TextFormat("\n%s", exCategories[nextCatIndex])) + 1;
if (nextCatIndex != -1)
{
exListNextCatIndex = TextFindIndex(exList, TextFormat("\n%s;", exCategories[nextCatIndex])) + 1;
if (exListNextCatIndex == 0) exListNextCatIndex = exListLen; // Category not found, fallback to EOF
}
else exListNextCatIndex = exListLen; // EOF
strncpy(exListUpdated, exList, exListNextCatIndex);