Commit Graph

119 Commits

Author SHA1 Message Date
Ray 503e6d8bb5 Merge branch 'master' into julia_set 2025-08-11 20:26:16 +02:00
Ray 9b598f6bcf REVIEWED: Shaders formating to follow raylib code conventions 2025-08-11 20:22:31 +02:00
Ray 8dae39fbda ADDED: Missing GLSL120 shaders 2025-08-11 20:22:02 +02:00
Maicon Santana 00f7121b1c Increasing maxInterations glsl100 to 255 to match with glsl330 and add glsl120 2025-08-11 18:16:00 +01:00
Ray a06962ee38 Merge branch 'master' into normalmap_example 2025-08-07 17:17:12 +02:00
Ray 1fadc67fb3 ADDED: Missing resources on some examples 2025-08-07 17:05:25 +02:00
sir-irk 510dc763e9 adding normal map example 2025-07-08 05:05:30 -05:00
sir-irk ed509193d9 remving w multiply on the tangent itself 2025-07-01 15:30:50 -05:00
sir-irk f86295732a fixing shader tangents to be vec4 2025-07-01 15:18:11 -05:00
Ray cc5739a6d7 REVIEWED: Some PRs formating 2025-04-13 20:55:38 +02:00
luis605 4960cc74e0 [examples] Reviewed shader view depth 2025-04-04 22:41:34 +01:00
luis605 e08fc8ab80 Added new example - [shader] render depth texture 2025-03-26 16:59:05 +00:00
jordan4ibanez 7cae259a6d Reviewed shaders comment wording (#4793) 2025-02-25 14:26:52 +01:00
Anstro Pleuton 7bfc8e8ca7 [example] Add shaders_rounded_rectangle example (#4719)
* Add shaders_rounded_rectangle example

* Minor tweaks to example template (add star, more)

* Combine shaders

* Fix changes after review

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Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
2025-01-23 10:51:36 +01:00
Ray 7c7b087efb REVIEWED: example: shaders_deferred_render -WIP-
Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.
2025-01-16 19:48:31 +01:00
Ray cfbba79bd3 REVIEWED: example: models_textures_tiling shaders 2025-01-12 20:59:12 +01:00
Ray fddfb58f85 REVIEWED: Potential shader issues 2025-01-12 20:39:07 +01:00
Ray af163ba22a REVIEWED: example: shaders_julia_set 2025-01-12 20:29:46 +01:00
Ray 8e450e4446 Reviewed shaders formating to follow raylib coding conventions 2025-01-11 19:36:46 +01:00
Ray 62d8969a56 Reviewed shader formating 2025-01-10 22:56:25 +01:00
Michael d2cd2a0152 [rlgl][rmodels] Add instranceTransform shader location index #4538 (#4579) 2024-12-08 12:48:54 +01:00
Ray 6fbf08cc1f Update pbr.fs 2024-12-01 22:41:38 +01:00
Ray f9cf684356 Update pbr.vs 2024-12-01 22:40:46 +01:00
Ray 698bfc48fe Update pbr.fs 2024-12-01 22:40:23 +01:00
Ray 0d39e7137b Fix #4527 2024-11-21 12:38:29 +01:00
devdad 6af664c04e Update shaders_basic_pbr example to work on web (#4516)
* basic pbr example

pbr implementation  includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file  currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve

* Unloading PBRMAterial

I forgot unloading PBRMaterial

* fix small issue with texOffset assigment.

value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .

* Changed size of textures and file name changed

Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh

* Update to 5.5 version  of eexample and fix to work in web

set GLSL_VERSION            100

set precision highp float;
removed in keyword
fix for loop has to use only constant

* Update shader_basic_pbr example to work on web

changed to GLSL_VERSION            100
update glsl100 shader
set float  precision  to highp
removed keyword  in
change for loop tu use constant value  gives an error

* Update shader_basic_pbr example to work on web

changed to GLSL_VERSION            100
update glsl100 shader
set float  precision  to highp
removed keyword  in
change for loop tu use constant value  gives an error

* removed rpbr.h

removed rpbr.h
2024-11-20 11:25:31 +01:00
Jeffery Myers 10fd4de258 Fix the example lighting shaders to use both frag and diffuse colors so they work with shapes and meshes. (#4482) 2024-11-11 19:55:33 +01:00
Jeffery Myers 728ccc96bc Use the vertex color as part of the base shader in GLSL330 (#4431) 2024-10-24 23:49:30 +02:00
Ray db8b199363 Reviewed shader 2024-08-06 18:32:14 +02:00
CDM15y b44b759b8f [examples][shaders_raymarching] Add raymarching.fs for GLSL120 (#4183)
* Create raymarching.fs

* Update raymarching.fs

* Update raymarching.fs

* Update raymarching.fs

Remove `fragColor` as it is unused

Move the license to the top of the code to improve readability.
2024-08-06 18:30:15 +02:00
Alex ZH 43b0c9410e [examples] Add new example: shaders_vertex_displacement (#4186)
* shaders-vertex_displacement init

* implement simulation of wave in ocean

* update examples/README & add some comments

* update comments

* add gl100 shaders
2024-08-04 21:58:26 +02:00
CDM15y 2d94d8d06d [examples] Fix PBR and Shadowmap example shaders for GLSL 1.20 (#4167)
* Update pbr.fs

remove presicion mediump float because it is for GLES, and not desktop GL

* Fix shadowmap.fs

also suffers the same problem as pbr.fs
2024-07-20 10:42:55 +02:00
Karl Zylinski fffae1a975 Fix fragPosition using wrong matrix in lighting_instancing.vs (#4056)
fragPosition was multiplied by mvp*instanceTransform, but it should only be multiplied by instanceTransform. Compare to lighting.vs, there we only use mvp for gl_Position, but matModel for the fragPosition.
2024-06-11 20:55:13 +02:00
Ray 34d00d5217 Minor formatting tweaks 2024-05-05 19:46:31 +02:00
Ray e039a221a3 Review formating 2023-12-23 14:07:45 +01:00
TheManTheMythTheGameDev 1fc3d9aeb2 Add shadowmapping example (#3653) 2023-12-19 10:37:41 +01:00
devdad 9bdc217987 basic PBR example (#3621)
* basic pbr example

pbr implementation  includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file  currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve

* Unloading PBRMAterial

I forgot unloading PBRMaterial

* fix small issue with texOffset assigment.

value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .

* Changed size of textures and file name changed

Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
2023-12-15 17:13:44 +01:00
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
Justin 3645244f9f examples/shaders: Add an example for deferred shading (#3496)
* add example for deferred rendering/shading

* adapt convention

---------

Co-authored-by: 27justin <me@justin.cx>
2023-10-31 20:13:12 +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
Luís Almeida bc15c19518 Texture Tiling Example - luis605 (#3353)
* Texture Tiling Example - luis605

* Removed SetTraceLogLevel(LOG_WARNING);
2023-10-01 23:01:59 +02:00
Ethan Conneely fc0d132566 Remove e from secondes (#3270) 2023-08-28 22:49:45 +02:00
Ray 5573f0f1c7 REVIEWED: Ligthmap example 2023-05-04 20:35:20 +02:00
Jussi Viitala abcbd9817e Lightmap example. (#3043) 2023-05-04 20:21:35 +02:00
Ray 54ccb18e87 Update write_depth.fs 2023-03-14 13:39:33 +01:00
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