32026ca78b
into a92f67bf34
@ -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)); | |||||
} |
@ -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); | |||||
} |
@ -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)); | |||||
} |
@ -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); | |||||
} |
@ -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); | |||||
} |
@ -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); | |||||
} |
@ -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 <raylib.h> | |||||
#include <raymath.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 | |||||
//-------------------------------------------------------------------------------------- | |||||
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; | |||||
} |