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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
- *
- * Example originally created with raylib 1.7, last time updated with raylib 3.7
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
-
- Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
-
- // Load shader to be used on some parts drawing
- // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
- // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
-
- 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
- //----------------------------------------------------------------------------------
- // 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
- BeginShaderMode(shader);
-
- DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
-
- DrawRectangle(250 - 60, 90, 120, 60, RED);
- DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
- DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
-
- // Activate our default shader for next drawings
- EndShaderMode();
-
- 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
- BeginShaderMode(shader);
-
- DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
-
- // Activate our default shader for next drawings
- EndShaderMode();
-
- DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(fudesumi); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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