/******************************************************************************************* * * raylib [shaders] example - Rounded Rectangle * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.5, last time updated with raylib 5.5 * * Example contributed by Anstro Pleuton (@anstropleuton) 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 Anstro Pleuton (@anstropleuton) * ********************************************************************************************/ #include "raylib.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; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle"); // Shader loading //-------------------------------------------------------------------------------------- // Load the rectangle shader which will draw the rectangle with rounded corners Shader rectangleShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION)); // Organized into an array for easy access int rectangleShaderLocs[4] = { GetShaderLocation(rectangleShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height, NOTE: Y axis is flipped) GetShaderLocation(rectangleShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right) GetShaderLocation(rectangleShader, "aaPower"), // float, anti-aliasing power GetShaderLocation(rectangleShader, "aaDistance") // float, anti-aliasing distance }; // Load the rectangle shadow shader which will draw the rectangle's shadow Shader rectangleShadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/rounded_rectangle_shadow.fs", GLSL_VERSION)); int rectangleShadowShaderLocs[8] = { GetShaderLocation(rectangleShadowShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height) GetShaderLocation(rectangleShadowShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right) GetShaderLocation(rectangleShadowShader, "shadowRadius"), // float, shadow radius GetShaderLocation(rectangleShadowShader, "shadowPower"), // float, shadow power GetShaderLocation(rectangleShadowShader, "shadowOffset"), // vec2, shadow offset (NOTE: Y axis is flipped) GetShaderLocation(rectangleShadowShader, "shadowScale"), // float, shadow scale GetShaderLocation(rectangleShadowShader, "aaPower"), // float, anti-aliasing power GetShaderLocation(rectangleShadowShader, "aaDistance") // float, anti-aliasing distance }; // Load the rectangle border shader which will draw the rectangle's border Shader rectangleBorderShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/rounded_rectangle_border.fs", GLSL_VERSION)); int rectangleBorderShaderLocs[5] = { GetShaderLocation(rectangleBorderShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height) GetShaderLocation(rectangleBorderShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right) GetShaderLocation(rectangleBorderShader, "borderThickness"), // float, border thickness GetShaderLocation(rectangleBorderShader, "aaPower"), // float, anti-aliasing power GetShaderLocation(rectangleBorderShader, "aaDistance") // float, anti-aliasing distance }; //-------------------------------------------------------------------------------------- // Set parameters //-------------------------------------------------------------------------------------- // Set 4 radius values for the rounded corners in pixels (top-left, top-right, bottom-left, bottom-right) SetShaderValue(rectangleShader, rectangleShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4); SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4); SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4); // Set shadow parameters (in pixels) SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[2], (float[]){ 20.0f }, SHADER_UNIFORM_FLOAT); // Shadow radius SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); // Shadow power SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[4], (float[]){ 0.0f, -5.0f }, SHADER_UNIFORM_VEC2); // Shadow offset SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[5], (float[]){ 0.95f }, SHADER_UNIFORM_FLOAT); // Shadow scale // Set border parameters (in pixels) SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[2], (float[]){ 5.0f }, SHADER_UNIFORM_FLOAT); // Border thickness // Set anti-aliasing (power and distance) parameters for all shaders SetShaderValue(rectangleShader, rectangleShaderLocs[2], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); SetShaderValue(rectangleShader, rectangleShaderLocs[3], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT); SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[6], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[7], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT); SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[4], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT); //-------------------------------------------------------------------------------------- SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // NOTE: Draw rectangle's shadow first using shader DrawRectangleLines(30, 50, 150, 100, DARKGRAY); DrawText("Rectangle shadow shader", 30, 35, 10, DARKGRAY); Rectangle rec = { 50, 70, 110, 60 }; // Flip Y axis to match shader coordinate system rec.y = GetScreenHeight() - rec.y - rec.height; SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); BeginShaderMode(rectangleShadowShader); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE); EndShaderMode(); // Draw rectangle box with rounded corners using shader DrawRectangleLines(30, 180, 150, 100, DARKGRAY); DrawText("Rounded rectangle shader", 30, 165, 10, DARKGRAY); rec = (Rectangle){ 50, 200, 110, 60 }; rec.y = GetScreenHeight() - rec.y - rec.height; SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); BeginShaderMode(rectangleShader); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); EndShaderMode(); // Draw rectangle's border using shader DrawRectangleLines(30, 310, 150, 100, DARKGRAY); DrawText("Rectangle border shader", 30, 295, 10, DARKGRAY); rec = (Rectangle){ 50, 330, 110, 60 }; rec.y = GetScreenHeight() - rec.y - rec.height; SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); BeginShaderMode(rectangleBorderShader); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE); EndShaderMode(); // Draw one more rectangle with all three combined //-------------------------------------------------------------------------------------------------- DrawRectangleLines(210, 50, 560, 360, DARKGRAY); DrawText("Rectangle all three combined", 210, 35, 10, DARKGRAY); rec = (Rectangle){ 240, 80, 500, 300 }; rec.y = GetScreenHeight() - rec.y - rec.height; // Draw shadow SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); BeginShaderMode(rectangleShadowShader); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE); EndShaderMode(); // Draw rectangle SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); BeginShaderMode(rectangleShader); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); EndShaderMode(); // Draw border SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); BeginShaderMode(rectangleBorderShader); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE); EndShaderMode(); //-------------------------------------------------------------------------------------------------- DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", GetScreenWidth() - 300, GetScreenHeight() - 20, 10, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload shader UnloadShader(rectangleShader); UnloadShader(rectangleShadowShader); UnloadShader(rectangleBorderShader); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }