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[examples] Add lights_bloom_post (#6081)
Add a bloom light effect example
This commit is contained in:
44
examples/shaders/resources/shaders/glsl100/lights_bloom.fs
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44
examples/shaders/resources/shaders/glsl100/lights_bloom.fs
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#version 100
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precision mediump float;
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// Input values from vertex shader
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varying vec3 fragPosition;
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varying vec3 fragNormal;
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec3 viewPos;
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uniform vec3 lightPositions[8];
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uniform vec3 lightColors[8];
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void main()
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{
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vec4 texColor = texture2D(texture0, fragTexCoord);
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vec3 norm = normalize(fragNormal);
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vec3 viewDir = normalize(viewPos - fragPosition);
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vec3 ambient = 0.05*texColor.rgb;
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for (int i = 0; i < 8; i++)
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{
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vec3 lightDir = normalize(lightPositions[i] - fragPosition);
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float dist = length(lightPositions[i] - fragPosition);
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float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
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// Diffuse shading
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float diff = max(dot(norm, lightDir), 0.0);
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totalDiffuse += diff*lightColors[i]*attenuation*1.2;
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// Blinn-Phong specular
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
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totalSpecular += spec*lightColors[i]*attenuation*0.8;
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}
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vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
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gl_FragColor = vec4(result, texColor.a);
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}
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23
examples/shaders/resources/shaders/glsl100/lights_bloom.vs
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23
examples/shaders/resources/shaders/glsl100/lights_bloom.vs
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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// Output values to fragment shader
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varying vec3 fragPosition;
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varying vec3 fragNormal;
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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void main()
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{
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
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fragTexCoord = vertexTexCoord;
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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#version 100
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precision mediump float;
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varying vec2 fragTexCoord;
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uniform sampler2D texture0;
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void main()
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{
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vec4 color = texture2D(texture0, fragTexCoord);
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// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
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vec4 bloom = vec4(0.0);
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vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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{
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vec4 smp = texture2D(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
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float brightness = max(smp.r, max(smp.g, smp.b));
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if (brightness > 0.75) bloom += smp;
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}
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}
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bloom /= 25.0;
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// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
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vec3 hdr = color.rgb + bloom.rgb*1.2;
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vec3 ldr = hdr/(hdr + vec3(1.0));
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gl_FragColor = vec4(ldr, color.a);
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}
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44
examples/shaders/resources/shaders/glsl330/lights_bloom.fs
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44
examples/shaders/resources/shaders/glsl330/lights_bloom.fs
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#version 330
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// Input values from vertex shader
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in vec3 fragPosition;
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in vec3 fragNormal;
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in vec2 fragTexCoord;
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out vec4 finalColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec3 viewPos;
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uniform vec3 lightPositions[8];
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uniform vec3 lightColors[8];
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void main()
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{
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vec4 texColor = texture(texture0, fragTexCoord);
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vec3 norm = normalize(fragNormal);
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vec3 viewDir = normalize(viewPos - fragPosition);
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vec3 ambient = 0.05*texColor.rgb;
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for (int i = 0; i < 8; i++)
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{
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vec3 lightDir = normalize(lightPositions[i] - fragPosition);
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float dist = length(lightPositions[i] - fragPosition);
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float attenuation = 1.0/(1.0 + 0.8*dist + 0.4*dist*dist);
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// Diffuse shading
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float diff = max(dot(norm, lightDir), 0.0);
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totalDiffuse += diff*lightColors[i]*attenuation*1.2;
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// Blinn-Phong specular
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
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totalSpecular += spec*lightColors[i]*attenuation*0.8;
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}
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vec3 result = ambient + (totalDiffuse*texColor.rgb) + totalSpecular;
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finalColor = vec4(result, texColor.a);
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}
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23
examples/shaders/resources/shaders/glsl330/lights_bloom.vs
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23
examples/shaders/resources/shaders/glsl330/lights_bloom.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Output values to fragment shader
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out vec3 fragPosition;
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out vec3 fragNormal;
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out vec2 fragTexCoord;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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void main()
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{
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragNormal = normalize(vec3(matModel*vec4(vertexNormal, 0.0)));
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fragTexCoord = vertexTexCoord;
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@@ -0,0 +1,32 @@
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#version 330
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in vec2 fragTexCoord;
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out vec4 finalColor;
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uniform sampler2D texture0;
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void main()
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{
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vec4 color = texture(texture0, fragTexCoord);
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// High-pass threshold blur: only pixels brighter than 0.75 in any channel contribute
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vec4 bloom = vec4(0.0);
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vec2 texel = vec2(1.0/1280.0, 1.0/720.0)*2.5;
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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{
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vec4 smp = texture(texture0, fragTexCoord + vec2(float(x), float(y))*texel);
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float brightness = max(smp.r, max(smp.g, smp.b));
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if (brightness > 0.75) bloom += smp;
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}
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}
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bloom /= 25.0;
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// Combine original with the bloom glow, then Reinhard tone-map back to [0, 1]
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vec3 hdr = color.rgb + bloom.rgb*1.2;
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vec3 ldr = hdr/(hdr + vec3(1.0));
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finalColor = vec4(ldr, color.a);
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}
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198
examples/shaders/shaders_lights_bloom.c
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198
examples/shaders/shaders_lights_bloom.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - forward multi-lighting with bloom
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*
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* Example demonstrates forward multi-point lighting (8 point lights, attenuation and
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* Blinn-Phong specular) combined with a threshold-based bloom pass and Reinhard tone
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* mapping, applied as a full-screen post-process pass
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example uses resources/shaders/glsl100 and resources/shaders/glsl330, shared with the
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* rest of the shaders examples
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 PanicTitan (@PanicTitan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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#include <math.h> // Required for: sinf(), cosf()
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//--------------------------------------------------------------------------------------
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// Global Definitions
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//--------------------------------------------------------------------------------------
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#define MAX_LIGHTS 8
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 1280;
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const int screenHeight = 720;
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SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Forward multi-light shader and bloom post-process shader, both loaded from the
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// resources folder shared with the rest of the shaders examples. If the GLSL version
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// guessed from the PLATFORM_DESKTOP build flag turns out to be wrong for whatever
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// raylib was built against, linking fails and silently falls back to the default
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// shader - so this retries once with the other version, and either way the result
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// is checked explicitly and reported on screen rather than staying silently wrong
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int glslVersion = GLSL_VERSION;
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Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", glslVersion),
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TextFormat("resources/shaders/glsl%i/lights_bloom.fs", glslVersion));
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Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", glslVersion));
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if ((lightShader.id == rlGetShaderIdDefault()) || (bloomShader.id == rlGetShaderIdDefault()))
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{
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glslVersion = (glslVersion == 330)? 100 : 330;
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UnloadShader(lightShader);
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UnloadShader(bloomShader);
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lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", glslVersion),
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TextFormat("resources/shaders/glsl%i/lights_bloom.fs", glslVersion));
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bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", glslVersion));
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}
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bool shadersLoaded = (lightShader.id != rlGetShaderIdDefault()) && (bloomShader.id != rlGetShaderIdDefault());
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
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Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
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cube.materials[0].shader = lightShader;
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floor.materials[0].shader = lightShader;
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int lightPosLoc = GetShaderLocation(lightShader, "lightPositions");
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int lightColLoc = GetShaderLocation(lightShader, "lightColors");
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int viewPosLoc = GetShaderLocation(lightShader, "viewPos");
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Vector3 lightPositions[MAX_LIGHTS] = { 0 };
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Vector3 lightColors[MAX_LIGHTS] = {
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{ 1.0f, 0.2f, 0.2f }, // Red
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{ 0.2f, 1.0f, 0.3f }, // Green
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{ 0.2f, 0.5f, 1.0f }, // Blue
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{ 1.0f, 0.8f, 0.1f }, // Yellow
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{ 1.0f, 0.1f, 0.8f }, // Magenta
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{ 0.1f, 1.0f, 1.0f }, // Cyan
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{ 1.0f, 0.4f, 0.1f }, // Orange
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{ 0.7f, 0.2f, 1.0f }, // Purple
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};
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SetShaderValueV(lightShader, lightColLoc, lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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float time = (float)GetTime();
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// Orbital path for each point light, its own radius/height offset by index
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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float angle = (i/(float)MAX_LIGHTS)*2.0f*PI + time*0.6f;
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float radius = 4.2f + sinf(time*1.2f + i)*0.4f;
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float height = 1.0f + sinf(time*1.8f + i)*0.6f;
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lightPositions[i] = (Vector3){ sinf(angle)*radius, height, cosf(angle)*radius };
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}
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SetShaderValueV(lightShader, lightPosLoc, lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
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SetShaderValue(lightShader, viewPosLoc, &camera.position, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Render the lit scene to an offscreen texture
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BeginTextureMode(target);
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ClearBackground((Color){ 12, 12, 18, 255 });
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BeginMode3D(camera);
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DrawModel(cube, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
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DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
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DrawGrid(10, 1.0f);
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// Glowing bulbs mark each light's position
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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Color bulbColor = (Color){
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(unsigned char)(lightColors[i].x*255),
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(unsigned char)(lightColors[i].y*255),
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(unsigned char)(lightColors[i].z*255),
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255 };
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DrawSphere(lightPositions[i], 0.15f, bulbColor);
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}
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EndMode3D();
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EndTextureMode();
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// Present the offscreen texture through the bloom + tone mapping shader
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BeginDrawing();
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ClearBackground(BLACK);
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Rectangle srcRec = { 0, 0, (float)target.texture.width, (float)-target.texture.height };
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BeginShaderMode(bloomShader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
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DrawFPS(10, 10);
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if (!shadersLoaded) DrawText("WARNING: a custom shader failed to load, showing plain image", 20, screenHeight - 30, 10, RED);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(cube);
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UnloadModel(floor);
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UnloadShader(lightShader);
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UnloadShader(bloomShader);
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UnloadRenderTexture(target);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/shaders/shaders_lights_bloom.png
Normal file
BIN
examples/shaders/shaders_lights_bloom.png
Normal file
Binary file not shown.
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