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>
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75
Examples/resources/shaders/glsl120/spotlight.fs
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Examples/resources/shaders/glsl120/spotlight.fs
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#version 120
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#define MAX_SPOTS 3
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struct Spot {
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vec2 pos; // window coords of spot
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float inner; // inner fully transparent centre radius
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float radius; // alpha fades out to this radius
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};
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uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
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uniform float screenWidth; // Width of the screen
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void main()
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{
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float alpha = 1.0;
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// Get the position of the current fragment (screen coordinates!)
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vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
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// Find out which spotlight is nearest
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float d = 65000.0; // some high value
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int fi = -1; // found index
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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for (int j = 0; j < MAX_SPOTS; j++)
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{
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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if (d > dj)
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{
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d = dj;
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fi = i;
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}
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}
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}
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// d now equals distance to nearest spot...
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// allowing for the different radii of all spotlights
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if (fi == 0)
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{
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if (d > spots[0].radius) alpha = 1.0;
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else
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{
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if (d < spots[0].inner) alpha = 0.0;
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else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
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}
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}
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else if (fi == 1)
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{
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if (d > spots[1].radius) alpha = 1.0;
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else
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{
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if (d < spots[1].inner) alpha = 0.0;
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else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
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}
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}
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else if (fi == 2)
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{
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if (d > spots[2].radius) alpha = 1.0;
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else
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{
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if (d < spots[2].inner) alpha = 0.0;
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else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
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}
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}
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// Right hand side of screen is dimly lit,
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// could make the threshold value user definable
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if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
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// could make the black out colour user definable...
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gl_FragColor = vec4(0, 0, 0, alpha);
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}
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