Commit Graph

38 Commits

Author SHA1 Message Date
Jussi Viitala
25c6c12150 Added glsl 100 and 120 shaders to lightmap example. (#3543)
* Added glsl 100 and 120 shaders to lightmap example.

* Fixed lightmap example resource loading on web.
2023-11-18 20:02:33 +01:00
Ray
21354119cc REVIEWED: Makefile.Web, reorganize and add examples 2023-11-08 18:10:29 +01:00
Jeffery Myers
38205d67da Remove unused structures from lighting fragment shaders (#3497) 2023-11-01 12:16:14 +01:00
Josh Colclough
975d4154e6 Fix the Julia set shader example (#3467)
* Simplify POI selection

* Improve mouse logic

* Add colour cycles to the shader to show finer details. Works well with high iteration numbers

* Testing things...

* Actually fix zoom. Also allow user to reset camera with 'R'

* Reset max iterations

* Tidying & comments

* Revert to original if statement

* Make mouse logic more readable

* Style conventions

* Coding conventions - f postifx on floating points

* Missed a few f postfixes
2023-10-29 16:41:02 +01:00
Ethan Conneely
fc0d132566 Remove e from secondes (#3270) 2023-08-28 22:49:45 +02:00
BugraAlptekinSari
4ae0a416f4 Added raymarch example and thumbnail for write depth (#2919) 2023-02-11 13:37:50 +01:00
Ray
5ba41e4f7f REVIEWED: shaders_write_depth example 2023-01-01 18:31:03 +01:00
BugraAlptekinSari
3cfb9a6e83 [example] Writing into the depth buffer (#2836)
* Add a depth buffer example.

* Fixed a typo
2023-01-01 18:17:28 +01:00
gtrxAC
c48de2d1af Rename lighting_instanced shader (glsl100) to lighting_instancing (#2805)
* JSON parser: Use array for function params (#2255)

* Parser: follow C convention of type before name

* Update file names in build scripts

* Rename lighting_instanced shader to instancing
2022-11-22 18:16:44 +01:00
Ray
0e5cd442be REVIEWED: Renamed some shaders, fix #2707 2022-09-19 18:29:08 +02:00
raysan5
2e151408bb REVIEWED: models_yaw_pitch_roll 2021-10-19 14:58:04 +02:00
raysan5
fec0ce34c5 Remove trailing spaces 2021-10-19 14:57:12 +02:00
raysan5
f437f7b405 Reviewed makefile and examples building 2021-10-17 21:00:52 +02:00
GoldenThumbs
64e786fe28 Add example shaders_shapes_outline.c (#1883) 2021-07-18 23:45:13 +02:00
raysan5
fd3e2fda00 RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
2021-03-31 18:40:04 +02:00
Ray
bae423be41 Create reload.fs 2021-03-17 19:18:31 +01:00
Ray
ff6d5c8ddb REVIEWED: shaders_multi_sample2d 2021-03-17 19:03:51 +01:00
raysan5
65b299c6cf Replace tabs by 4 spaces 2021-01-25 17:53:04 +01:00
Ray
8e15dae5ed Review contributed examples 2020-11-01 13:39:48 +01:00
Ray
8a16348131 Support multiple sample2D on batch drawing #1333 2020-10-29 20:22:52 +01:00
raysan5
74339b9fdc [example] Review shaders_spotlight to work on GLSL 100 2020-03-25 18:39:21 +01:00
chriscamacho
2dbcef218c spotlight example, each spot has own radius, mouse countrol (#1148)
NB glsl100 shader needs testing on "bare metal"

Co-authored-by: codifies <nospam@antispam.com>
2020-03-25 10:28:16 +01:00
chriscamacho
efe359d613 as per request spotlight example (#1146)
Co-authored-by: codifies <nospam@antispam.com>
2020-03-24 14:27:14 +01:00
Ray
485787059a Review shader exaples to work on web (GLSL 100) 2020-03-02 13:27:54 +01:00
Ray
cacd4a9d90 Some examples tweaks 2020-01-30 12:27:04 +01:00
raysan5
3aad221b1e Review some shaders to work on GLSL 100
Tested on Raspberry Pi... Just note that platform is very limited by GPU...
2019-12-04 19:52:53 +01:00
Industrious Nomad
a6db31c01e updated RayMarching Demo (#997)
* Removed Unused Uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Removed Unused uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Updated Source

  Added   - #define PLATFORM_DESKTOP line for desktop users.
            This now will correctly find the proper glsl version for the raymarching.fs file.
  Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
            They were never used and they were triggering a log warning.
  Removed - The const from both screenWidth and screenHeight.
            Now they can be used to update the shader resolution when screen is resized.
            NOTE : This is a quick fix and probably not the best idea.
  Added   - IsWindowResized() to check if screen is resized.
            If window is resized then width, height and shader resolution are updated.
  Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.

* Closer Match to original code

* Removed the PLATFORM_DESKTOP Define
2019-10-26 09:45:15 +02:00
Ray
ce87d2ced4 new example: shaders_eratosthenes
Contributed by ProfJski
2019-05-16 17:23:31 +02:00
Ray
9fd410b8a8 Review shader to use provided texture coordinates
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
2019-05-16 17:07:59 +02:00
Ray
f1ffb3f573 Review shaders for GLSL 100 2019-05-16 10:05:14 +02:00
Ray
2ddc4bacba Example review 2019-05-06 09:41:54 +02:00
Marco Lizza
0fe56b1674 Adding basic palette-switching example using uniform arrays. 2019-01-09 16:20:56 +01:00
Jess Peter
f3d144bf0e Convert window render sizes to floats
GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build.

It's not a super important change, but I came across it while playing with the examples on my pi.
2018-07-21 18:56:16 +02:00
raysan5
0fc1323c80 Renamed modelviewprojection matrix 2017-08-25 01:43:55 +02:00
Ray
65e6a6db53 Improved shaders_postprocessing example 2017-05-16 00:14:14 +02:00
Ray
aba25e9ba3 Move shaders to examples 2017-05-15 22:48:04 +02:00
Ray
20d205cae5 Working on examples... 2017-04-08 23:31:58 +02:00
Ray
dd4dd0e87d Reorganize examples folder 2017-04-04 01:54:49 +02:00