|  |  | @ -5,12 +5,10 @@ | 
		
	
		
			
			|  |  |  | *   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). | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   This example has been created using raylib 3.8 (www.raylib.com) | 
		
	
		
			
			|  |  |  | *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Example contributed by Samuel Skiff (@GoldenThumbs) | 
		
	
		
			
			|  |  |  | *   Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5) | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) | 
		
	
		
			
			|  |  |  | * | 
		
	
	
		
			
				|  |  | @ -33,13 +31,23 @@ int main(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Texture2D egg = LoadTexture("resources/egg.png"); | 
		
	
		
			
			|  |  |  | Texture2D torus = LoadTexture("resources/torus.png"); | 
		
	
		
			
			|  |  |  | Texture2D texture = LoadTexture("resources/fudesumi.png"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float outlineScale = 16.0f; | 
		
	
		
			
			|  |  |  | float textureScale[2] = { 16.0f*4, 16.0f*4 }; | 
		
	
		
			
			|  |  |  | SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2); | 
		
	
		
			
			|  |  |  | float outlineSize = 2.0f; | 
		
	
		
			
			|  |  |  | float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };     // Normalized RED color | 
		
	
		
			
			|  |  |  | float textureSize[2] = { (float)texture.width, (float)texture.height }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Get shader locations | 
		
	
		
			
			|  |  |  | int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize"); | 
		
	
		
			
			|  |  |  | int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor"); | 
		
	
		
			
			|  |  |  | int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Set shader values (they can be changed later) | 
		
	
		
			
			|  |  |  | SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); | 
		
	
		
			
			|  |  |  | SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4); | 
		
	
		
			
			|  |  |  | SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | SetTargetFPS(60);               // Set our game to run at 60 frames-per-second | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
	
		
			
				|  |  | @ -49,7 +57,10 @@ int main(void) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Update | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | // TODO: Update your variables here | 
		
	
		
			
			|  |  |  | outlineSize += GetMouseWheelMove(); | 
		
	
		
			
			|  |  |  | if (outlineSize < 1.0f) outlineSize = 1.0f; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT); | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw | 
		
	
	
		
			
				|  |  | @ -59,11 +70,14 @@ int main(void) | 
		
	
		
			
			|  |  |  | ClearBackground(RAYWHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | BeginShaderMode(shdrOutline); | 
		
	
		
			
			|  |  |  | DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE); | 
		
	
		
			
			|  |  |  | DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndShaderMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawFPS(710, 10); | 
		
	
		
			
			|  |  |  |  | 
		
	
	
		
			
				|  |  | @ -73,8 +87,7 @@ int main(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // De-Initialization | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | UnloadTexture(egg); | 
		
	
		
			
			|  |  |  | UnloadTexture(torus); | 
		
	
		
			
			|  |  |  | UnloadTexture(texture); | 
		
	
		
			
			|  |  |  | UnloadShader(shdrOutline); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | CloseWindow();        // Close window and OpenGL context |