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[examples] Added: shaders_mandelbrot_set (#5282)
* [examples] Added: `shaders_mandelbrot_set` * Simplified shader code and added comments * Comments starting with a capital letter, and some minor fixes to adhere to the convention
This commit is contained in:
61
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs
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61
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs
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#version 100
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#define PI 3.1415926535897932384626433832795
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precision highp float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec2 offset; // Offset of the scale
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uniform float zoom; // Zoom of the scale
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// NOTE: Maximum number of shader for-loop iterations depend on GPU,
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// For example, on RasperryPi for this examply only supports up to 60
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uniform int maxIterations; // Max iterations per pixel
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const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
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const float max2 = max*max; // Square of max to avoid computing square root
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void main()
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{
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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c.x += offset.x;
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c.y += offset.y;
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float a = 0.0;
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float b = 0.0;
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// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
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// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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int iter = 0;
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while (iter < maxIterations)
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{
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float aa = a*a;
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float bb = b*b;
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if (aa + bb > max2)
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break;
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float twoab = 2.0*a*b;
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a = aa - bb + c.x;
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b = twoab + c.y;
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++iter;
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}
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if (iter >= maxIterations)
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{
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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float normR = float(iter - (iter/55)*55)/55.0;
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float normG = float(iter - (iter/69)*69)/69.0;
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float normB = float(iter - (iter/40)*40)/40.0;
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gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
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}
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}
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59
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs
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59
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs
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#version 120
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#define PI 3.1415926535897932384626433832795
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec2 offset; // Offset of the scale
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uniform float zoom; // Zoom of the scale
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// NOTE: Maximum number of shader for-loop iterations depend on GPU,
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// For example, on RasperryPi for this examply only supports up to 60
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uniform int maxIterations; // Max iterations per pixel
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const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
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const float max2 = max*max; // Square of max to avoid computing square root
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void main()
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{
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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c.x += offset.x;
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c.y += offset.y;
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float a = 0.0;
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float b = 0.0;
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// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
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// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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int iter = 0;
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while (iter < maxIterations)
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{
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float aa = a*a;
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float bb = b*b;
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if (aa + bb > max2)
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break;
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float twoab = 2.0*a*b;
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a = aa - bb + c.x;
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b = twoab + c.y;
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++iter;
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}
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if (iter >= maxIterations)
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{
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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float normR = float(iter - (iter/55)*55)/55.0;
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float normG = float(iter - (iter/69)*69)/69.0;
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float normB = float(iter - (iter/40)*40)/40.0;
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gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
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}
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}
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58
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs
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58
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs
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#version 330
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#define PI 3.1415926535897932384626433832795
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform vec2 offset; // Offset of the scale
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uniform float zoom; // Zoom of the scale
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uniform int maxIterations; // Max iterations per pixel
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const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
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const float max2 = max*max; // Square of max to avoid computing square root
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void main()
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{
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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c.x += offset.x;
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c.y += offset.y;
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float a = 0.0;
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float b = 0.0;
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// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
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// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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int iter = 0;
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for (iter = 0; iter < maxIterations; ++iter)
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{
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float aa = a*a;
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float bb = b*b;
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if (aa + bb > max2)
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break;
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float twoab = 2.0*a*b;
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a = aa - bb + c.x;
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b = twoab + c.y;
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}
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if (iter >= maxIterations)
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{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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float normR = float(iter%55)/55.0;
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float normG = float(iter%69)/69.0;
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float normB = float(iter%40)/40.0;
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finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
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}
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}
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224
examples/shaders/shaders_mandelbrot_set.c
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224
examples/shaders/shaders_mandelbrot_set.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - mandelbrot set
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant)
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* Based on previous work by Josh Colclough (@joshcol9232)
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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 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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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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// A few good interesting places
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const float pointsOfInterest[6][3] =
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{
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{ -1.76826775f, -0.00422996283f, 28435.9238f },
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{ 0.322004497f, -0.0357099883f, 56499.7266f },
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{ -0.748880744f, -0.0562955774f, 9237.59082f },
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{ -1.78385007f, -0.0156200649f, 14599.5283f },
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{ -0.0985441282f, -0.924688697f, 26259.8535f },
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{ 0.317785531f, -0.0322612226f, 29297.9258f },
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};
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const int screenWidth = 800;
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const int screenHeight = 450;
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const float zoomSpeed = 1.01f;
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const float offsetSpeedMul = 2.0f;
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const float startingZoom = 0.6f;
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const float startingOffset[2] = { -0.5f, 0.0f };
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
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// Load mandelbrot set shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mandelbrot_set.fs", GLSL_VERSION));
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
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float offset[2] = { startingOffset[0], startingOffset[1] };
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float zoom = startingZoom;
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// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
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// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
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int maxIterations = 333;
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float maxIterationsMultiplier = 166.5f;
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// Get variable (uniform) locations on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int zoomLoc = GetShaderLocation(shader, "zoom");
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int offsetLoc = GetShaderLocation(shader, "offset");
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int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
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// Upload the shader uniform values!
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
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bool showControls = true; // Show controls
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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bool updateShader = false;
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// Press [1 - 6] to reset c to a point of interest
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if (IsKeyPressed(KEY_ONE) ||
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IsKeyPressed(KEY_TWO) ||
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IsKeyPressed(KEY_THREE) ||
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IsKeyPressed(KEY_FOUR) ||
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IsKeyPressed(KEY_FIVE) ||
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IsKeyPressed(KEY_SIX))
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{
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int interestIndex = 0;
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if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
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else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
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else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
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else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
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else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
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else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
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offset[0] = pointsOfInterest[interestIndex][0];
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offset[1] = pointsOfInterest[interestIndex][1];
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zoom = pointsOfInterest[interestIndex][2];
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updateShader = true;
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}
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// If "R" is pressed, reset zoom and offset
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if (IsKeyPressed(KEY_R))
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{
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offset[0] = startingOffset[0];
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offset[1] = startingOffset[1];
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zoom = startingZoom;
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updateShader = true;
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}
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if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
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// Change number of max iterations with UP and DOWN keys
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// WARNING: Increasing the number of max iterations greatly impacts performance
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if (IsKeyPressed(KEY_UP))
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{
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maxIterationsMultiplier *= 1.4f;
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updateShader = true;
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}
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else if (IsKeyPressed(KEY_DOWN))
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{
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maxIterationsMultiplier /= 1.4f;
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updateShader = true;
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}
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// If either left or right button is pressed, zoom in/out
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
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{
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// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
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zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : (1.0f/zoomSpeed);
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const Vector2 mousePos = GetMousePosition();
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Vector2 offsetVelocity;
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// Find the velocity at which to change the camera. Take the distance of the mouse
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// From the center of the screen as the direction, and adjust magnitude based on the current zoom
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
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// Apply move velocity to camera
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offset[0] += GetFrameTime()*offsetVelocity.x;
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offset[1] += GetFrameTime()*offsetVelocity.y;
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updateShader = true;
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}
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// In case a parameter has been changed, update the shader values
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if (updateShader)
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{
|
||||||
|
// As we zoom in, increase the number of max iterations to get more detail
|
||||||
|
// Aproximate formula, but it works-ish
|
||||||
|
maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
|
||||||
|
|
||||||
|
// Update the shader uniform values!
|
||||||
|
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||||
|
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Using a render texture to draw Mandelbrot set
|
||||||
|
BeginTextureMode(target); // Enable drawing to texture
|
||||||
|
ClearBackground(BLACK); // Clear the render texture
|
||||||
|
|
||||||
|
// Draw a rectangle in shader mode to be used as shader canvas
|
||||||
|
// NOTE: Rectangle uses font white character texture coordinates,
|
||||||
|
// So shader can not be applied here directly because input vertexTexCoord
|
||||||
|
// Do not represent full screen coordinates (space where want to apply shader)
|
||||||
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(BLACK); // Clear screen background
|
||||||
|
|
||||||
|
// Draw the saved texture and rendered mandelbrot set with shader
|
||||||
|
// NOTE: We do not invert texture on Y, already considered inside shader
|
||||||
|
BeginShaderMode(shader);
|
||||||
|
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
|
||||||
|
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
|
||||||
|
DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
|
if (showControls)
|
||||||
|
{
|
||||||
|
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
|
||||||
|
DrawText("Press F1 to toggle these controls", 10, 30, 10, RAYWHITE);
|
||||||
|
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
|
||||||
|
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
|
||||||
|
DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE);
|
||||||
|
}
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
UnloadRenderTexture(target); // Unload render texture
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/shaders/shaders_mandelbrot_set.png
Normal file
BIN
examples/shaders/shaders_mandelbrot_set.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 70 KiB |
569
projects/VS2022/examples/shaders_mandelbrot_set.vcxproj
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569
projects/VS2022/examples/shaders_mandelbrot_set.vcxproj
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|
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|
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|
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|
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|
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|
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|
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|
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|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\..\examples\shaders\shaders_mandelbrot_set.c" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
@@ -393,6 +393,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_screen_recording", "ex
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_text_file_loading", "examples\core_text_file_loading.vcxproj", "{2F578155-D51F-4C03-AB7F-5C5122CA46CC}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_text_file_loading", "examples\core_text_file_loading.vcxproj", "{2F578155-D51F-4C03-AB7F-5C5122CA46CC}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mandelbrot_set", "examples\shaders_mandelbrot_set.vcxproj", "{1C829D1A-892C-451C-AF0B-AC65C85F5CC6}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug.DLL|ARM64 = Debug.DLL|ARM64
|
Debug.DLL|ARM64 = Debug.DLL|ARM64
|
||||||
|
|||||||
Reference in New Issue
Block a user