diff --git a/examples/Makefile b/examples/Makefile
index 32a3a75ab..a77a7ce65 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -631,6 +631,7 @@ SHADERS = \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
+ shaders/shaders_normalmap \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index 35ae70a18..267832d25 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -513,6 +513,7 @@ SHADERS = \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
+ shaders/shaders_normalmap \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
diff --git a/examples/README.md b/examples/README.md
index 7553ad113..f29362ef6 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -202,6 +202,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 141 | [shaders_lightmap](shaders/shaders_lightmap.c) |
| ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| 142 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) |
| ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| 143 | [shaders_view_depth](shaders/shaders_view_depth.c) |
| ⭐️⭐️⭐️☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
+| 144 | [shaders_normalmap](shaders/shaders_normalmap.c) |
| ⭐️⭐️⭐️⭐️ | 5.6-dev | 5.6-dev | [Jeremy Montgomery](https://github.com/Sir-Irk) |
### category: audio
@@ -209,14 +210,14 @@ Examples using raylib audio functionality, including sound/music loading and pla
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
-| 144 | [audio_module_playing](audio/audio_module_playing.c) |
| ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
-| 145 | [audio_music_stream](audio/audio_music_stream.c) |
| ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
-| 146 | [audio_raw_stream](audio/audio_raw_stream.c) |
| ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
-| 147 | [audio_sound_loading](audio/audio_sound_loading.c) |
| ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
-| 148 | [audio_mixed_processor](audio/audio_mixed_processor.c) |
| ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
-| 149 | [audio_stream_effects](audio/audio_stream_effects.c) |
| ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
-| 150 [audio_sound_multi](audio/audio_sound_multi.c) |
| ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
-| 151 | [audio_sound_positioning](audio/audio_sound_positioning.c) |
| ⭐️⭐️☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
+| 145 | [audio_module_playing](audio/audio_module_playing.c) |
| ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
+| 146 | [audio_music_stream](audio/audio_music_stream.c) |
| ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
+| 147 | [audio_raw_stream](audio/audio_raw_stream.c) |
| ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
+| 148 | [audio_sound_loading](audio/audio_sound_loading.c) |
| ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
+| 149 | [audio_mixed_processor](audio/audio_mixed_processor.c) |
| ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
+| 150 | [audio_stream_effects](audio/audio_stream_effects.c) |
| ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
+| 151 | [audio_sound_multi](audio/audio_sound_multi.c) |
| ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
+| 152 | [audio_sound_positioning](audio/audio_sound_positioning.c) |
| ⭐️⭐️☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
### category: others
@@ -224,11 +225,11 @@ Ex150amples showing raylib misc functionality that does not fit in other categor
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
-| 152 | [rlgl_standalone](others/rlgl_standalone.c) |
| ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
-| 153 | [rlgl_compute_shader](others/rlgl_compute_shader.c) |
| ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
-| 154 | [easings_testbed](others/easings_testbed.c) |
| ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
-| 155 | [raylib_opengl_interop](others/raylib_opengl_interop.c) |
| ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
-| 156 | [embedded_files_loading](others/embedded_files_loading.c) |
| ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
-| 157 | [raymath_vector_angle](others/raymath_vector_angle.c) |
| ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
+| 153 | [rlgl_standalone](others/rlgl_standalone.c) |
| ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
+| 154 | [rlgl_compute_shader](others/rlgl_compute_shader.c) |
| ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
+| 155 | [easings_testbed](others/easings_testbed.c) |
| ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
+| 156 | [raylib_opengl_interop](others/raylib_opengl_interop.c) |
| ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
+| 157 | [embedded_files_loading](others/embedded_files_loading.c) |
| ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
+| 158 | [raymath_vector_angle](others/raymath_vector_angle.c) |
| ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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/normalmap.fs b/examples/shaders/resources/shaders/glsl100/normalmap.fs
new file mode 100644
index 000000000..02902a61f
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/normalmap.fs
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec3 fragNormal; //used for when normal mapping is toggled off
+varying vec4 fragColor;
+varying mat3 TBN;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D normalMap;
+uniform vec4 colDiffuse;
+uniform vec3 viewPos;
+
+// NOTE: Add your custom variables here
+
+uniform vec3 lightPos;
+uniform bool useNormalMap;
+uniform float specularExponent;
+
+void main()
+{
+ vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
+ vec3 specular = vec3(0.0);
+ vec3 viewDir = normalize(viewPos - fragPosition);
+ vec3 lightDir = normalize(lightPos - fragPosition);
+
+ vec3 normal;
+ if (useNormalMap)
+ {
+ normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
+
+ //Transform normal values to the range -1.0 ... 1.0
+ normal = normalize(normal * 2.0 - 1.0);
+
+ //Transform the normal from tangent-space to world-space for lighting calculation
+ normal = normalize(normal * TBN);
+ }
+ else
+ {
+ normal = normalize(fragNormal);
+ }
+
+ vec4 tint = colDiffuse * fragColor;
+
+ vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ float NdotL = max(dot(normal, lightDir), 0.0);
+ vec3 lightDot = lightColor * NdotL;
+
+ float specCo = 0.0;
+
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
+
+ specular += specCo;
+
+ finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
+ finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
+
+ // Gamma correction
+ gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
+}
diff --git a/examples/shaders/resources/shaders/glsl100/normalmap.vs b/examples/shaders/resources/shaders/glsl100/normalmap.vs
new file mode 100644
index 000000000..072e0a6c2
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/normalmap.vs
@@ -0,0 +1,76 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexTangent;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec3 fragNormal; //used for when normal mapping is toggled off
+varying vec4 fragColor;
+varying mat3 TBN;
+
+// NOTE: Add your custom variables here
+
+// https://github.com/glslify/glsl-inverse
+mat3 inverse(mat3 m)
+{
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
+
+ float b01 = a22 * a11 - a12 * a21;
+ float b11 = -a22 * a10 + a12 * a20;
+ float b21 = a21 * a10 - a11 * a20;
+
+ float det = a00 * b01 + a01 * b11 + a02 * b21;
+
+ return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
+ b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
+ b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
+}
+
+// https://github.com/glslify/glsl-transpose
+mat3 transpose(mat3 m)
+{
+ return mat3(m[0][0], m[1][0], m[2][0],
+ m[0][1], m[1][1], m[2][1],
+ m[0][2], m[1][2], m[2][2]);
+}
+
+void main()
+{
+ // Compute binormal from vertex normal and tangent. W component is the tangent handedness
+ vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
+
+ // Compute fragment normal based on normal transformations
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+
+ // Compute fragment position based on model transformations
+ fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+
+ //Create TBN matrix for transforming the normal map values from tangent-space to world-space
+ fragNormal = normalize(normalMatrix * vertexNormal);
+
+ vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
+ fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
+
+ vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
+ fragBinormal = cross(fragNormal, fragTangent);
+
+ TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
+
+ fragColor = vertexColor;
+
+ fragTexCoord = vertexTexCoord;
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/resources/shaders/glsl120/normalmap.fs b/examples/shaders/resources/shaders/glsl120/normalmap.fs
new file mode 100644
index 000000000..caeb4d5c1
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/normalmap.fs
@@ -0,0 +1,62 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec3 fragNormal; //used for when normal mapping is toggled off
+varying vec4 fragColor;
+varying mat3 TBN;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D normalMap;
+uniform vec4 colDiffuse;
+uniform vec3 viewPos;
+
+// NOTE: Add your custom variables here
+
+uniform vec3 lightPos;
+uniform bool useNormalMap;
+uniform float specularExponent;
+
+void main()
+{
+ vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
+ vec3 specular = vec3(0.0);
+ vec3 viewDir = normalize(viewPos - fragPosition);
+ vec3 lightDir = normalize(lightPos - fragPosition);
+
+ vec3 normal;
+ if (useNormalMap)
+ {
+ normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
+
+ //Transform normal values to the range -1.0 ... 1.0
+ normal = normalize(normal * 2.0 - 1.0);
+
+ //Transform the normal from tangent-space to world-space for lighting calculation
+ normal = normalize(normal * TBN);
+ }
+ else
+ {
+ normal = normalize(fragNormal);
+ }
+
+ vec4 tint = colDiffuse * fragColor;
+
+ vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ float NdotL = max(dot(normal, lightDir), 0.0);
+ vec3 lightDot = lightColor * NdotL;
+
+ float specCo = 0.0;
+
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
+
+ specular += specCo;
+
+ finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
+ finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
+
+ // Gamma correction
+ gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
+}
diff --git a/examples/shaders/resources/shaders/glsl120/normalmap.vs b/examples/shaders/resources/shaders/glsl120/normalmap.vs
new file mode 100644
index 000000000..d8921a68f
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/normalmap.vs
@@ -0,0 +1,76 @@
+#version 120
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexTangent;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec3 fragNormal; //used for when normal mapping is toggled off
+varying vec4 fragColor;
+varying mat3 TBN;
+
+// NOTE: Add your custom variables here
+
+// https://github.com/glslify/glsl-inverse
+mat3 inverse(mat3 m)
+{
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
+
+ float b01 = a22 * a11 - a12 * a21;
+ float b11 = -a22 * a10 + a12 * a20;
+ float b21 = a21 * a10 - a11 * a20;
+
+ float det = a00 * b01 + a01 * b11 + a02 * b21;
+
+ return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
+ b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
+ b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
+}
+
+// https://github.com/glslify/glsl-transpose
+mat3 transpose(mat3 m)
+{
+ return mat3(m[0][0], m[1][0], m[2][0],
+ m[0][1], m[1][1], m[2][1],
+ m[0][2], m[1][2], m[2][2]);
+}
+
+void main()
+{
+ // Compute binormal from vertex normal and tangent. W component is the tangent handedness
+ vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
+
+ // Compute fragment normal based on normal transformations
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+
+ // Compute fragment position based on model transformations
+ fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+
+ //Create TBN matrix for transforming the normal map values from tangent-space to world-space
+ fragNormal = normalize(normalMatrix * vertexNormal);
+
+ vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
+ fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
+
+ vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
+ fragBinormal = cross(fragNormal, fragTangent);
+
+ TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
+
+ fragColor = vertexColor;
+
+ fragTexCoord = vertexTexCoord;
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/normalmap.fs b/examples/shaders/resources/shaders/glsl330/normalmap.fs
new file mode 100644
index 000000000..644130ab6
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/normalmap.fs
@@ -0,0 +1,67 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec3 fragNormal; //used for when normal mapping is toggled off
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D normalMap;
+uniform vec4 colDiffuse;
+
+uniform vec3 viewPos;
+uniform vec4 tintColor;
+
+uniform vec3 lightPos;
+uniform bool useNormalMap;
+uniform float specularExponent;
+
+// Output fragment color
+out vec4 finalColor;
+
+in mat3 TBN;
+
+void main()
+{
+ vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
+ vec3 specular = vec3(0.0);
+ vec3 viewDir = normalize(viewPos - fragPosition);
+ vec3 lightDir = normalize(lightPos - fragPosition);
+
+ vec3 normal;
+ if (useNormalMap)
+ {
+ normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
+
+ //Transform normal values to the range -1.0 ... 1.0
+ normal = normalize(normal * 2.0 - 1.0);
+
+ //Transform the normal from tangent-space to world-space for lighting calculation
+ normal = normalize(normal * TBN);
+ }
+ else
+ {
+ normal = normalize(fragNormal);
+ }
+
+ vec4 tint = colDiffuse * fragColor;
+
+ vec3 lightColor = vec3(1.0, 1.0, 1.0);
+ float NdotL = max(dot(normal, lightDir), 0.0);
+ vec3 lightDot = lightColor * NdotL;
+
+ float specCo = 0.0;
+
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
+
+ specular += specCo;
+
+ finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
+ finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
+
+ // Gamma correction
+ finalColor = pow(finalColor, vec4(1.0 / 2.2));
+ //finalColor = vec4(normal, 1.0);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/normalmap.vs b/examples/shaders/resources/shaders/glsl330/normalmap.vs
new file mode 100644
index 000000000..1e0a161b8
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/normalmap.vs
@@ -0,0 +1,48 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexTangent;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec3 fragNormal; //used for when normal mapping is toggled off
+out vec4 fragColor;
+out mat3 TBN;
+
+void main()
+{
+ // Compute binormal from vertex normal and tangent. W component is the tangent handedness
+ vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
+
+ // Compute fragment normal based on normal transformations
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+
+ // Compute fragment position based on model transformations
+ fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+
+ //Create TBN matrix for transforming the normal map values from tangent-space to world-space
+ fragNormal = normalize(normalMatrix * vertexNormal);
+
+ vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
+ fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
+
+ vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
+ fragBinormal = cross(fragNormal, fragTangent);
+
+ TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
+
+ fragColor = vertexColor;
+
+ fragTexCoord = vertexTexCoord;
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/resources/tiles_diffuse.png b/examples/shaders/resources/tiles_diffuse.png
new file mode 100644
index 000000000..1c7b84035
Binary files /dev/null and b/examples/shaders/resources/tiles_diffuse.png differ
diff --git a/examples/shaders/resources/tiles_normal.png b/examples/shaders/resources/tiles_normal.png
new file mode 100644
index 000000000..719cb2e0d
Binary files /dev/null and b/examples/shaders/resources/tiles_normal.png differ
diff --git a/examples/shaders/shaders_normalmap.c b/examples/shaders/shaders_normalmap.c
new file mode 100644
index 000000000..96cbf414a
--- /dev/null
+++ b/examples/shaders/shaders_normalmap.c
@@ -0,0 +1,170 @@
+/*******************************************************************************************
+ *
+ * raylib [shaders] example - normalmap
+ *
+ * Example complexity rating: [★★★★] 4/4
+ *
+ * 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.
+ *
+ * Example originally created with raylib 5.6, last time updated with raylib 5.6
+ *
+ * Example contributed by Jeremy Montgomery (@Sir_Irk) 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) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
+ *k
+ ********************************************************************************************/
+
+#include
+#include
+
+#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
+ //--------------------------------------------------------------------------------------
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(800, 450, "Normal Map");
+
+ Camera camera = {0};
+ camera.position = (Vector3){0.0f, 2.0f, -4.0f};
+ camera.target = (Vector3){0.0f, 0.0f, 0.0f};
+ camera.up = (Vector3){0.0f, 1.0f, 0.0f};
+ camera.fovy = 45.0f;
+ camera.projection = CAMERA_PERSPECTIVE;
+
+ // Load basic normal map lighting shader
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
+
+ // Get some required shader locations
+ shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ // NOTE: "matModel" location name is automatically assigned on shader loading,
+ // no need to get the location again if using that uniform name
+ // shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+
+ // This example uses just 1 point light.
+ Vector3 lightPosition = {0.0f, 1.0f, 0.0f};
+ int lightPosLoc = GetShaderLocation(shader, "lightPos");
+
+ // Load a plane model that has proper normals and tangents
+ Model plane = LoadModel("resources/models/plane.glb");
+
+ // Set the plane model's shader and texture maps
+ plane.materials[0].shader = shader;
+ plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/tiles_diffuse.png");
+ plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/tiles_normal.png");
+
+ // Generate Mipmaps and use TRILINEAR filtering to help with texture aliasing
+ GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
+ GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture);
+
+ SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture, TEXTURE_FILTER_TRILINEAR);
+ SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_TRILINEAR);
+
+ // Specular exponent AKA shininess of the material.
+ float specularExponent = 8.0f;
+ int specularExponentLoc = GetShaderLocation(shader, "specularExponent");
+
+ // Allow toggling the normal map on and off for comparison purposes
+ int useNormalMap = 1;
+ int useNormalMapLoc = GetShaderLocation(shader, "useNormalMap");
+
+ 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
+ //----------------------------------------------------------------------------------
+
+ // Move the light around on the X and Z axis using WASD keys
+ Vector3 direction = {0};
+ if (IsKeyDown(KEY_W)) direction = Vector3Add(direction, (Vector3){0.0f, 0.0f, 1.0f});
+ if (IsKeyDown(KEY_S)) direction = Vector3Add(direction, (Vector3){0.0f, 0.0f, -1.0f});
+ if (IsKeyDown(KEY_D)) direction = Vector3Add(direction, (Vector3){-1.0f, 0.0f, 0.0f});
+ if (IsKeyDown(KEY_A)) direction = Vector3Add(direction, (Vector3){1.0f, 0.0f, 0.0f});
+
+ direction = Vector3Normalize(direction);
+ lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime() * 3.0f));
+
+ // Increase/Decrease the specular exponent(shininess)
+ if (IsKeyDown(KEY_UP)) specularExponent = Clamp(specularExponent + 40.0f * GetFrameTime(), 2.0f, 128.0f);
+ if (IsKeyDown(KEY_DOWN)) specularExponent = Clamp(specularExponent - 40.0f * GetFrameTime(), 2.0f, 128.0f);
+
+ // Toggle normal map on and off
+ if (IsKeyPressed(KEY_N)) useNormalMap = !useNormalMap;
+
+ // Spin plane model at a constant rate
+ plane.transform = MatrixRotateY(GetTime() * 0.5f);
+
+ // Update shader values
+ float lightPos[3] = {lightPosition.x, lightPosition.y, lightPosition.z};
+ SetShaderValue(shader, lightPosLoc, lightPos, SHADER_UNIFORM_VEC3);
+
+ float camPos[3] = {camera.position.x, camera.position.y, camera.position.z};
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], camPos, SHADER_UNIFORM_VEC3);
+
+ SetShaderValue(shader, specularExponentLoc, &specularExponent, SHADER_UNIFORM_FLOAT);
+
+ SetShaderValue(shader, useNormalMapLoc, &useNormalMap, SHADER_UNIFORM_INT);
+ //--------------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ BeginShaderMode(shader);
+
+ DrawModel(plane, Vector3Zero(), 2.0f, WHITE);
+
+ EndShaderMode();
+
+ //Draw sphere to show light position
+ DrawSphereWires(lightPosition, 0.2f, 8, 8, ORANGE);
+
+ EndMode3D();
+
+ Color textColor = (useNormalMap) ? DARKGREEN : RED;
+ const char *toggleStr = (useNormalMap) ? "On" : "Off";
+ DrawText(TextFormat("Use key [N] to toggle normal map: %s", toggleStr), 10, 30, 20, textColor);
+
+ int yOffset = 24;
+ DrawText("Use keys [W][A][S][D] to move the light", 10, 30 + yOffset * 1, 20, BLACK);
+ DrawText("Use keys [Up][Down] to change specular exponent", 10, 30 + yOffset * 2, 20, BLACK);
+ DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 30 + yOffset * 3, 20, BLUE);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //--------------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader);
+ UnloadModel(plane);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/shaders/shaders_normalmap.png b/examples/shaders/shaders_normalmap.png
new file mode 100644
index 000000000..b2db75eec
Binary files /dev/null and b/examples/shaders/shaders_normalmap.png differ