|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Sieve of Eratosthenes | 
						
						
							|  | * | 
						
						
							|  | *   NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve. | 
						
						
							|  | * | 
						
						
							|  | *       "Sift the twos and sift the threes, | 
						
						
							|  | *        The Sieve of Eratosthenes. | 
						
						
							|  | *        When the multiples sublime, | 
						
						
							|  | *        the numbers that are left are prime." | 
						
						
							|  | * | 
						
						
							|  | *   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). | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 2.5, last time updated with raylib 4.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by ProfJski 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) 2019-2024 ProfJski and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes"); | 
						
						
							|  | 
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							|  |     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
						
						
							|  | 
 | 
						
						
							|  |     // Load Eratosthenes shader | 
						
						
							|  |     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | 
						
						
							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); | 
						
						
							|  | 
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							|  |     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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // Nothing to do here, everything is happening in the shader | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginTextureMode(target);       // Enable drawing to texture | 
						
						
							|  |             ClearBackground(BLACK);     // Clear the render texture | 
						
						
							|  |  | 
						
						
							|  |             // Draw a rectangle in shader mode to be used as shader canvas | 
						
						
							|  |             // NOTE: Rectangle uses font white character texture coordinates, | 
						
						
							|  |             // so shader can not be applied here directly because input vertexTexCoord | 
						
						
							|  |             // do not represent full screen coordinates (space where want to apply shader) | 
						
						
							|  |             DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK); | 
						
						
							|  |         EndTextureMode();               // End drawing to texture (now we have a blank texture available for the shader) | 
						
						
							|  |  | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  |             ClearBackground(RAYWHITE);  // Clear screen background | 
						
						
							|  |  | 
						
						
							|  |             BeginShaderMode(shader); | 
						
						
							|  |                 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) | 
						
						
							|  |                 DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); | 
						
						
							|  |             EndShaderMode(); | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);               // Unload shader | 
						
						
							|  |     UnloadRenderTexture(target);        // Unload render texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();                      // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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