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/*******************************************************************************************
*
* 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;
}