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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Examples/resources/shaders/glsl330/deferred_shading.fs
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Examples/resources/shaders/glsl330/deferred_shading.fs
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#version 330 core
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out vec4 finalColor;
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in vec2 texCoord;
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in vec2 texCoord2;
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uniform sampler2D gPosition;
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uniform sampler2D gNormal;
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uniform sampler2D gAlbedoSpec;
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struct Light {
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int enabled;
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int type; // Unused in this demo
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vec3 position;
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vec3 target; // Unused in this demo
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vec4 color;
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};
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const int NR_LIGHTS = 4;
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uniform Light lights[NR_LIGHTS];
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uniform vec3 viewPosition;
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const float QUADRATIC = 0.032;
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const float LINEAR = 0.09;
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void main()
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{
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vec3 fragPosition = texture(gPosition, texCoord).rgb;
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vec3 normal = texture(gNormal, texCoord).rgb;
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vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
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float specular = texture(gAlbedoSpec, texCoord).a;
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vec3 ambient = albedo*vec3(0.1f);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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for (int i = 0; i < NR_LIGHTS; i++)
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{
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if (lights[i].enabled == 0) continue;
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vec3 lightDirection = lights[i].position - fragPosition;
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vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;
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vec3 halfwayDirection = normalize(lightDirection + viewDirection);
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float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
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vec3 specular = specular*spec*lights[i].color.xyz;
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// Attenuation
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float distance = length(lights[i].position - fragPosition);
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float attenuation = 1.0/(1.0 + LINEAR*distance + QUADRATIC*distance*distance);
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diffuse *= attenuation;
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specular *= attenuation;
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ambient += diffuse + specular;
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}
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finalColor = vec4(ambient, 1.0);
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}
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