|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - multi sample2d | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   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 | 
						
						
							|  | * | 
						
						
							|  | *   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 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 3.5, last time updated with raylib 3.5 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2020-2025 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 - multi sample2d"); | 
						
						
							|  | 
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							|  |     Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 }); | 
						
						
							|  |     Texture texRed = LoadTextureFromImage(imRed); | 
						
						
							|  |     UnloadImage(imRed); | 
						
						
							|  | 
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							|  |     Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 }); | 
						
						
							|  |     Texture texBlue = LoadTextureFromImage(imBlue); | 
						
						
							|  |     UnloadImage(imBlue); | 
						
						
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							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); | 
						
						
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							|  |     // Get an additional sampler2D location to be enabled on drawing | 
						
						
							|  |     int texBlueLoc = GetShaderLocation(shader, "texture1"); | 
						
						
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							|  |     // Get shader uniform for divider | 
						
						
							|  |     int dividerLoc = GetShaderLocation(shader, "divider"); | 
						
						
							|  |     float dividerValue = 0.5f; | 
						
						
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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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f; | 
						
						
							|  |         else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f; | 
						
						
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							|  |         if (dividerValue < 0.0f) dividerValue = 0.0f; | 
						
						
							|  |         else if (dividerValue > 1.0f) dividerValue = 1.0f; | 
						
						
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							|  |         SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginShaderMode(shader); | 
						
						
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							|  |                 // WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch, | 
						
						
							|  |                 // but EndShaderMode() forces batch drawing and resets active textures, this way | 
						
						
							|  |                 // other textures (sampler2D) can be activated on consequent drawings (if required) | 
						
						
							|  |                 // The downside of this approach is that SetShaderValue() must be called inside the loop, | 
						
						
							|  |                 // to be set again after every EndShaderMode() reset | 
						
						
							|  |                 SetShaderValueTexture(shader, texBlueLoc, texBlue); | 
						
						
							|  | 
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							|  |                 // We are drawing texRed using default [sampler2D texture0] but | 
						
						
							|  |                 // an additional texture units is enabled for texBlue [sampler2D texture1] | 
						
						
							|  |                 DrawTexture(texRed, 0, 0, WHITE); | 
						
						
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							|  |             EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame | 
						
						
							|  |  | 
						
						
							|  |             DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);       // Unload shader | 
						
						
							|  |     UnloadTexture(texRed);      // Unload texture | 
						
						
							|  |     UnloadTexture(texBlue);     // Unload texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |