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Upgrade Raylib to 6.0 (#337)

* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
This commit is contained in:
Dennis Steffen 2026-05-24 08:21:12 +02:00 committed by GitHub
commit 21d83c60a9
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189 changed files with 43644 additions and 380 deletions

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#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D depthTexture;
uniform bool flipY;
float nearPlane = 0.1;
float farPlane = 100.0;
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY)
texCoord.y = 1.0 - texCoord.y;
// Sample depth texture
float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0);
}