/******************************************************************************************* * * raylib [shaders] example - Multiple sample2D with default batch system * * 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 * * This example has been created using raylib 3.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2020 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D"); Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); Texture texRed = LoadTextureFromImage(imRed); UnloadImage(imRed); Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); Texture texBlue = LoadTextureFromImage(imBlue); UnloadImage(imBlue); Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); // Set an additional sampler2D, using another texture1 // NOTE: Additional samplers are enabled for all batch calls SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue); 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 //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginShaderMode(shader); // We are drawing texture using default sampler2D but // but additional texture units will be also enabled DrawTexture(texRed, 0, 0, WHITE); EndShaderMode(); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texRed); // Unload texture UnloadTexture(texBlue); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }