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	Added new examples: SHADERS
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								examples/shaders_custom_uniform.c
									
									
									
									
									
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|  | /******************************************************************************************* | ||||||
|  | * | ||||||
|  | *   raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable | ||||||
|  | * | ||||||
|  | *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, | ||||||
|  | *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. | ||||||
|  | * | ||||||
|  | *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example | ||||||
|  | *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders | ||||||
|  | *         raylib comes with shaders ready for both versions, check raylib/shaders install folder | ||||||
|  | * | ||||||
|  | *   This example has been created using raylib 1.3 (www.raylib.com) | ||||||
|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | ||||||
|  | * | ||||||
|  | *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | ||||||
|  | * | ||||||
|  | ********************************************************************************************/ | ||||||
|  |  | ||||||
|  | #include "raylib.h" | ||||||
|  |  | ||||||
|  | int main() | ||||||
|  | { | ||||||
|  |     // Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     int screenWidth = 800; | ||||||
|  |     int screenHeight = 450; | ||||||
|  |      | ||||||
|  |     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available) | ||||||
|  |  | ||||||
|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable"); | ||||||
|  |  | ||||||
|  |     // Define the camera to look into our 3d world | ||||||
|  |     Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; | ||||||
|  |  | ||||||
|  |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | ||||||
|  |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture | ||||||
|  |     SetModelTexture(&dwarf, texture);                                       // Bind texture to model | ||||||
|  |  | ||||||
|  |     Vector3 position = { 0.0, 0.0, 0.0 };                                   // Set model position | ||||||
|  |      | ||||||
|  |     Shader shader = LoadShader("resources/shaders/base.vs",  | ||||||
|  |                                "resources/shaders/swirl.fs");               // Load postpro shader | ||||||
|  |      | ||||||
|  |     // Get variable (uniform) location on the shader to connect with the program | ||||||
|  |     // NOTE: If uniform variable could not be found in the shader, function returns -1 | ||||||
|  |     int swirlCenterLoc = GetShaderLocation(shader, "center"); | ||||||
|  |      | ||||||
|  |     float swirlCenter[2] = { screenWidth/2, screenHeight/2 }; | ||||||
|  |      | ||||||
|  |     SetPostproShader(shader);               // Set fullscreen postprocessing shader | ||||||
|  |      | ||||||
|  |     // Setup orbital camera | ||||||
|  |     SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode | ||||||
|  |     SetCameraPosition(camera.position);     // Set internal camera position to match our camera position | ||||||
|  |     SetCameraTarget(camera.target);         // Set internal camera target to match our camera target | ||||||
|  |  | ||||||
|  |     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     // Main game loop | ||||||
|  |     while (!WindowShouldClose())            // Detect window close button or ESC key | ||||||
|  |     { | ||||||
|  |         // Update | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         Vector2 mousePosition = GetMousePosition(); | ||||||
|  |  | ||||||
|  |         swirlCenter[0] = mousePosition.x; | ||||||
|  |         swirlCenter[1] = screenHeight - mousePosition.y; | ||||||
|  |  | ||||||
|  |         // Send new value to the shader to be used on drawing | ||||||
|  |         SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2); | ||||||
|  |          | ||||||
|  |         UpdateCamera(&camera);              // Update internal camera and our camera | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |         // Draw | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         BeginDrawing(); | ||||||
|  |  | ||||||
|  |             ClearBackground(RAYWHITE); | ||||||
|  |  | ||||||
|  |             Begin3dMode(camera); | ||||||
|  |  | ||||||
|  |                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture | ||||||
|  |  | ||||||
|  |                 DrawGrid(10.0, 1.0);     // Draw a grid | ||||||
|  |  | ||||||
|  |             End3dMode(); | ||||||
|  |              | ||||||
|  |             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | ||||||
|  |  | ||||||
|  |             DrawFPS(10, 10); | ||||||
|  |  | ||||||
|  |         EndDrawing(); | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // De-Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     UnloadShader(shader);       // Unload shader | ||||||
|  |     UnloadTexture(texture);     // Unload texture | ||||||
|  |     UnloadModel(dwarf);         // Unload model | ||||||
|  |  | ||||||
|  |     CloseWindow();              // Close window and OpenGL context | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     return 0; | ||||||
|  | } | ||||||
							
								
								
									
										
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|  | /******************************************************************************************* | ||||||
|  | * | ||||||
|  | *   raylib [shaders] example - Apply a shader to a 3d model | ||||||
|  | * | ||||||
|  | *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, | ||||||
|  | *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. | ||||||
|  | * | ||||||
|  | *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example | ||||||
|  | *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders | ||||||
|  | *         raylib comes with shaders ready for both versions, check raylib/shaders install folder | ||||||
|  | * | ||||||
|  | *   This example has been created using raylib 1.3 (www.raylib.com) | ||||||
|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | ||||||
|  | * | ||||||
|  | *   Copyright (c) 2014 Ramon Santamaria (@raysan5) | ||||||
|  | * | ||||||
|  | ********************************************************************************************/ | ||||||
|  |  | ||||||
|  | #include "raylib.h" | ||||||
|  |  | ||||||
|  | int main() | ||||||
|  | { | ||||||
|  |     // Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     int screenWidth = 800; | ||||||
|  |     int screenHeight = 450; | ||||||
|  |      | ||||||
|  |     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available) | ||||||
|  |  | ||||||
|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); | ||||||
|  |  | ||||||
|  |     // Define the camera to look into our 3d world | ||||||
|  |     Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; | ||||||
|  |  | ||||||
|  |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | ||||||
|  |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture | ||||||
|  |     Shader shader = LoadShader("resources/shaders/base.vs",  | ||||||
|  |                                "resources/shaders/grayscale.fs");           // Load model shader | ||||||
|  |  | ||||||
|  |     SetModelShader(&dwarf, shader);         // Set shader effect to 3d model | ||||||
|  |     SetModelTexture(&dwarf, texture);       // Bind texture to model | ||||||
|  |      | ||||||
|  |     Vector3 position = { 0.0, 0.0, 0.0 };   // Set model position | ||||||
|  |      | ||||||
|  |     // Setup orbital camera | ||||||
|  |     SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode | ||||||
|  |     SetCameraPosition(camera.position);     // Set internal camera position to match our camera position | ||||||
|  |     SetCameraTarget(camera.target);         // Set internal camera target to match our camera target | ||||||
|  |  | ||||||
|  |     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     // Main game loop | ||||||
|  |     while (!WindowShouldClose())            // Detect window close button or ESC key | ||||||
|  |     { | ||||||
|  |         // Update | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         UpdateCamera(&camera);              // Update internal camera and our camera | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |         // Draw | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         BeginDrawing(); | ||||||
|  |  | ||||||
|  |             ClearBackground(RAYWHITE); | ||||||
|  |  | ||||||
|  |             Begin3dMode(camera); | ||||||
|  |  | ||||||
|  |                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture | ||||||
|  |  | ||||||
|  |                 DrawGrid(10.0, 1.0);     // Draw a grid | ||||||
|  |  | ||||||
|  |             End3dMode(); | ||||||
|  |              | ||||||
|  |             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | ||||||
|  |  | ||||||
|  |             DrawFPS(10, 10); | ||||||
|  |  | ||||||
|  |         EndDrawing(); | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // De-Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     UnloadShader(shader);       // Unload shader | ||||||
|  |     UnloadTexture(texture);     // Unload texture | ||||||
|  |     UnloadModel(dwarf);         // Unload model | ||||||
|  |  | ||||||
|  |     CloseWindow();              // Close window and OpenGL context | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     return 0; | ||||||
|  | } | ||||||
							
								
								
									
										
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|  | /******************************************************************************************* | ||||||
|  | * | ||||||
|  | *   raylib [shaders] example - Apply a postprocessing shader to a scene | ||||||
|  | * | ||||||
|  | *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, | ||||||
|  | *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. | ||||||
|  | * | ||||||
|  | *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example | ||||||
|  | *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders | ||||||
|  | *         raylib comes with shaders ready for both versions, check raylib/shaders install folder | ||||||
|  | * | ||||||
|  | *   This example has been created using raylib 1.3 (www.raylib.com) | ||||||
|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | ||||||
|  | * | ||||||
|  | *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | ||||||
|  | * | ||||||
|  | ********************************************************************************************/ | ||||||
|  |  | ||||||
|  | #include "raylib.h" | ||||||
|  |  | ||||||
|  | int main() | ||||||
|  | { | ||||||
|  |     // Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     int screenWidth = 800; | ||||||
|  |     int screenHeight = 450; | ||||||
|  |      | ||||||
|  |     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available) | ||||||
|  |  | ||||||
|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); | ||||||
|  |  | ||||||
|  |     // Define the camera to look into our 3d world | ||||||
|  |     Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; | ||||||
|  |      | ||||||
|  |     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model | ||||||
|  |     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture | ||||||
|  |     SetModelTexture(&dwarf, texture);                                       // Bind texture to model | ||||||
|  |  | ||||||
|  |     Vector3 position = { 0.0, 0.0, 0.0 };                                   // Set model position | ||||||
|  |      | ||||||
|  |     Shader shader = LoadShader("resources/shaders/base.vs",  | ||||||
|  |                                "resources/shaders/bloom.fs");               // Load postpro shader | ||||||
|  |  | ||||||
|  |     SetPostproShader(shader);               // Set fullscreen postprocessing shader | ||||||
|  |      | ||||||
|  |     // Setup orbital camera | ||||||
|  |     SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode | ||||||
|  |     SetCameraPosition(camera.position);     // Set internal camera position to match our camera position | ||||||
|  |     SetCameraTarget(camera.target);         // Set internal camera target to match our camera target | ||||||
|  |  | ||||||
|  |     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     // Main game loop | ||||||
|  |     while (!WindowShouldClose())            // Detect window close button or ESC key | ||||||
|  |     { | ||||||
|  |         // Update | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         UpdateCamera(&camera);              // Update internal camera and our camera | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |         // Draw | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         BeginDrawing(); | ||||||
|  |  | ||||||
|  |             ClearBackground(RAYWHITE); | ||||||
|  |  | ||||||
|  |             Begin3dMode(camera); | ||||||
|  |  | ||||||
|  |                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture | ||||||
|  |  | ||||||
|  |                 DrawGrid(10.0, 1.0);     // Draw a grid | ||||||
|  |  | ||||||
|  |             End3dMode(); | ||||||
|  |              | ||||||
|  |             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK); | ||||||
|  |  | ||||||
|  |             DrawFPS(10, 10); | ||||||
|  |  | ||||||
|  |         EndDrawing(); | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // De-Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     UnloadShader(shader);       // Unload shader | ||||||
|  |     UnloadTexture(texture);     // Unload texture | ||||||
|  |     UnloadModel(dwarf);         // Unload model | ||||||
|  |  | ||||||
|  |     CloseWindow();              // Close window and OpenGL context | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     return 0; | ||||||
|  | } | ||||||
							
								
								
									
										
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|  | /******************************************************************************************* | ||||||
|  | * | ||||||
|  | *   raylib [shaders] example - Apply a shader to some shape or texture | ||||||
|  | * | ||||||
|  | *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, | ||||||
|  | *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. | ||||||
|  | * | ||||||
|  | *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example | ||||||
|  | *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders | ||||||
|  | *         raylib comes with shaders ready for both versions, check raylib/shaders install folder | ||||||
|  | * | ||||||
|  | *   This example has been created using raylib 1.3 (www.raylib.com) | ||||||
|  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | ||||||
|  | * | ||||||
|  | *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | ||||||
|  | * | ||||||
|  | ********************************************************************************************/ | ||||||
|  |  | ||||||
|  | #include "raylib.h" | ||||||
|  |  | ||||||
|  | #include <stdio.h> | ||||||
|  | #include <stdlib.h> | ||||||
|  |  | ||||||
|  | int main() | ||||||
|  | { | ||||||
|  |     // Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     int screenWidth = 800; | ||||||
|  |     int screenHeight = 450; | ||||||
|  |  | ||||||
|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders"); | ||||||
|  |      | ||||||
|  |     Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png"); | ||||||
|  |  | ||||||
|  |     // NOTE: This shader is a bit different than model/postprocessing shaders, | ||||||
|  |     // it requires the color data for every vertice to use it in every shape or texture independently | ||||||
|  |     Shader shader = LoadShader("resources/shaders/shapes_base.vs",  | ||||||
|  |                                "resources/shaders/shapes_grayscale.fs"); | ||||||
|  |                                 | ||||||
|  |     // Shader usage is also different than models/postprocessing, shader is just activated when required | ||||||
|  |      | ||||||
|  |     SetTargetFPS(60); | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     // Main game loop | ||||||
|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | ||||||
|  |     { | ||||||
|  |         // Update | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         // TODO: Update your variables here | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |         // Draw | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |         BeginDrawing(); | ||||||
|  |  | ||||||
|  |             ClearBackground(RAYWHITE); | ||||||
|  |              | ||||||
|  |             // Start drawing with default shader | ||||||
|  |  | ||||||
|  |             DrawText("USING DEFAULT SHADER", 20, 40, 10, RED); | ||||||
|  |              | ||||||
|  |             DrawCircle(80, 120, 35, DARKBLUE); | ||||||
|  |             DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE); | ||||||
|  |             DrawCircleLines(80, 340, 80, DARKBLUE); | ||||||
|  |  | ||||||
|  |              | ||||||
|  |             // Activate our custom shader to be applied on next shapes/textures drawings | ||||||
|  |             SetCustomShader(shader); | ||||||
|  |              | ||||||
|  |             DrawText("USING CUSTOM SHADER", 190, 40, 10, RED); | ||||||
|  |  | ||||||
|  |             DrawRectangle(250 - 60, 90, 120, 60, RED); | ||||||
|  |             DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD); | ||||||
|  |             DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE); | ||||||
|  |  | ||||||
|  |             // Activate our default shader for next drawings | ||||||
|  |             SetDefaultShader(); | ||||||
|  |              | ||||||
|  |             DrawText("USING DEFAULT SHADER", 370, 40, 10, RED); | ||||||
|  |              | ||||||
|  |             DrawTriangle((Vector2){430, 80}, | ||||||
|  |                          (Vector2){430 - 60, 150}, | ||||||
|  |                          (Vector2){430 + 60, 150}, VIOLET); | ||||||
|  |                           | ||||||
|  |             DrawTriangleLines((Vector2){430, 160}, | ||||||
|  |                               (Vector2){430 - 20, 230}, | ||||||
|  |                               (Vector2){430 + 20, 230}, DARKBLUE); | ||||||
|  |  | ||||||
|  |             DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN); | ||||||
|  |              | ||||||
|  |             // Activate our custom shader to be applied on next shapes/textures drawings | ||||||
|  |             SetCustomShader(shader); | ||||||
|  |  | ||||||
|  |             DrawTexture(sonic, 380, -10, WHITE);    // Using custom shader | ||||||
|  |              | ||||||
|  |             // Activate our default shader for next drawings | ||||||
|  |             SetDefaultShader(); | ||||||
|  |              | ||||||
|  |         EndDrawing(); | ||||||
|  |         //---------------------------------------------------------------------------------- | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     // De-Initialization | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |     UnloadShader(shader);   // Unload shader | ||||||
|  |     UnloadTexture(sonic);   // Unload texture | ||||||
|  |      | ||||||
|  |     CloseWindow();          // Close window and OpenGL context | ||||||
|  |     //-------------------------------------------------------------------------------------- | ||||||
|  |  | ||||||
|  |     return 0; | ||||||
|  | } | ||||||
							
								
								
									
										
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