diff --git a/examples/Makefile b/examples/Makefile
index 39484f79..ee540606 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -612,7 +612,8 @@ SHADERS = \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
- shaders/shaders_write_depth
+ shaders/shaders_write_depth \
+ shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_mixed_processor \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index af3325aa..46a8a98e 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -476,7 +476,8 @@ SHADERS = \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
- shaders/shaders_write_depth
+ shaders/shaders_write_depth \
+ shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_mixed_processor \
diff --git a/examples/README.md b/examples/README.md
index d790f7d8..317f43c8 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -178,6 +178,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
+| 118 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | | ⭐️☆☆☆ | 1.5 | 1.5 | [Alex ZH](https://github.com/ZzzhHe) |
### category: audio
@@ -185,10 +186,10 @@ Examples using raylib audio functionality, including sound/music loading and pla
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
-| 118 | [audio_module_playing](audio/audio_module_playing.c) | | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
-| 119 | [audio_music_stream](audio/audio_music_stream.c) | | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
-| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
-| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
+| 119 | [audio_module_playing](audio/audio_module_playing.c) | | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
+| 120 | [audio_music_stream](audio/audio_music_stream.c) | | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
+| 121 | [audio_raw_stream](audio/audio_raw_stream.c) | | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
+| 122 | [audio_sound_loading](audio/audio_sound_loading.c) | | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
### category: others
@@ -196,11 +197,11 @@ Examples showing raylib misc functionality that does not fit in other categories
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
-| 122 | [rlgl_standalone](others/rlgl_standalone.c) | | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
-| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
-| 124 | [easings_testbed](others/easings_testbed.c) | | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
-| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
-| 126 | [embedded_files_loading](others/embedded_files_loading.c) | | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
+| 123 | [rlgl_standalone](others/rlgl_standalone.c) | | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
+| 124 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
+| 125 | [easings_testbed](others/easings_testbed.c) | | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
+| 126 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
+| 127 | [embedded_files_loading](others/embedded_files_loading.c) | | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
diff --git a/examples/shaders/resources/shaders/glsl100/vertex_displacement.fs b/examples/shaders/resources/shaders/glsl100/vertex_displacement.fs
new file mode 100644
index 00000000..3328a91e
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/vertex_displacement.fs
@@ -0,0 +1,18 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from fragment shader)
+varying vec2 fragTexCoord;
+varying float height;
+
+
+void main()
+{
+ vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
+ vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
+ // Interpolate between two colors based on height
+ vec4 finalColor = mix(darkblue, lightblue, height);
+
+ gl_FragColor = finalColor;
+}
\ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/vertex_displacement.vs b/examples/shaders/resources/shaders/glsl100/vertex_displacement.vs
new file mode 100644
index 00000000..c7b926d4
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/vertex_displacement.vs
@@ -0,0 +1,45 @@
+#version 100
+
+precision mediump float;
+
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+uniform mat4 mvp;
+uniform mat4 matModel;
+uniform mat4 matNormal;
+
+uniform float time;
+
+uniform sampler2D perlinNoiseMap;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec3 fragNormal;
+varying float height;
+
+void main()
+{
+ // Calculate animated texture coordinates based on time and vertex position
+ vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
+
+ // Normalize animated texture coordinates to range [0, 1]
+ animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
+
+ // Fetch displacement from the perlin noise map
+ float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
+
+ // Displace vertex position
+ vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
+
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
+ height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
+
+ // Calculate final vertex position
+ gl_Position = mvp * vec4(displacedPosition, 1.0);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs b/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs
new file mode 100644
index 00000000..424f526e
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs
@@ -0,0 +1,16 @@
+#version 330
+
+// Input fragment attributes (from fragment shader)
+in vec2 fragTexCoord;
+in float height;
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
+ vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
+ // interplate between two colors based on height
+ finalColor = mix(darkblue, lightblue, height);
+}
\ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs b/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs
new file mode 100644
index 00000000..73cf1610
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs
@@ -0,0 +1,46 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+uniform mat4 matNormal;
+
+uniform float time;
+
+uniform sampler2D perlinNoiseMap;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec3 fragNormal;
+out float height;
+
+void main()
+{
+ // Calculate animated texture coordinates based on time and vertex position
+ vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
+
+ // Normalize animated texture coordinates to range [0, 1]
+ animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
+
+ // Fetch displacement from the perlin noise map
+ float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
+
+ // Displace vertex position
+ vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
+
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
+ height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(displacedPosition , 1.0);
+}
diff --git a/examples/shaders/shaders_vertex_displacement.c b/examples/shaders/shaders_vertex_displacement.c
new file mode 100644
index 00000000..edce07ce
--- /dev/null
+++ b/examples/shaders/shaders_vertex_displacement.c
@@ -0,0 +1,122 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Vertex displacement
+*
+* Example originally created with raylib 5.0, last time updated with raylib 4.5
+*
+* Example contributed by (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
+*
+* 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) 2023 (@ZzzhHe)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+#include "rlgl.h"
+
+#include
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.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 - vertex displacement");
+
+ // set up camera
+ Camera camera = {0};
+ camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
+ camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
+ camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
+ camera.fovy = 60.0f;
+ camera.projection = CAMERA_PERSPECTIVE;
+
+ // Load vertex and fragment shaders
+ Shader shader = LoadShader(
+ TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
+ );
+
+ // Load perlin noise texture
+ Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
+ Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
+ UnloadImage(perlinNoiseImage);
+
+ // Set shader uniform location
+ int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
+ rlEnableShader(shader.id);
+ rlActiveTextureSlot(1);
+ rlEnableTexture(perlinNoiseMap.id);
+ rlSetUniformSampler(perlinNoiseMapLoc, 1);
+
+ // Create a plane mesh and model
+ Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
+ Model planeModel = LoadModelFromMesh(planeMesh);
+ // Set plane model material
+ planeModel.materials[0].shader = shader;
+
+ float time = 0.0f;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_FREE); // Update camera
+
+ time += GetFrameTime(); // Update time variable
+ SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ BeginShaderMode(shader);
+ // Draw plane model
+ DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
+ EndShaderMode();
+
+ EndMode3D();
+
+ DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
+ DrawFPS(10, 40);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ UnloadShader(shader);
+ UnloadModel(planeModel);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/shaders/shaders_vertex_displacement.png b/examples/shaders/shaders_vertex_displacement.png
new file mode 100644
index 00000000..e7acf5c6
Binary files /dev/null and b/examples/shaders/shaders_vertex_displacement.png differ