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Raylib 6.0 bugs after tests (#338)

* Sync of all the shaders from upstream + LoadFontData did not match anymore with C and crashed on MacOS

* Updated JuliaSet demo. Did not work with the new shader version.

* Removed unused `pause` variable from JuliaSet example.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
This commit is contained in:
Dennis Steffen 2026-05-24 15:43:17 +02:00 committed by GitHub
commit 8daf812930
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GPG key ID: B5690EEEBB952194
83 changed files with 823 additions and 815 deletions

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
uniform vec2 resolution = vec2(800, 450);
void main()

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@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;
@ -21,8 +21,8 @@ vec4 PostFX(sampler2D tex, vec2 uv)
{
vec4 c = vec4(0.0);
float size = stitchingSize;
vec2 cPos = uv * vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos / vec2(size, size));
vec2 cPos = uv*vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos/vec2(size, size));
tlPos *= size;
int remX = int(mod(cPos.x, size));
@ -36,11 +36,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
}
else
{
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
if (invert == 1) c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{
@ -32,4 +32,4 @@ void main()
color = color/9.5;
gl_FragColor = color;
}
}

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@ -8,29 +8,29 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const float PI = 3.1415926535;
void main()
{
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float apertureHalf = 0.5*aperture*(PI/180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
vec2 xy = 2.0*fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / PI;
d = length(xy*maxFactor);
float z = sqrt(1.0 - d*d);
float r = atan(d, z)/PI;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
uv.x = r*cos(phi) + 0.5;
uv.y = r*sin(phi) + 0.5;
}
else
{

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@ -10,7 +10,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -10,18 +10,12 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
@ -44,6 +38,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -71,7 +67,7 @@ void main()
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction

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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)

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@ -13,15 +13,15 @@ uniform ivec3 palette[colors];
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
int index = int(texelColor.r * 255.0);
// to the palette index by scaling up from [0, 1] to [0, 255]
int index = int(texelColor.r*255.0);
ivec3 color = palette[index];
// Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
gl_FragColor = vec4(color / 255.0, texelColor.a);
// for OpenGL to work
gl_FragColor = vec4(color/255.0, texelColor.a);
}

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float gamma = 0.6;
float numColors = 8.0;

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float offset = 0.0;
float frequency = 450.0/3.0;
@ -33,7 +33,7 @@ void main()
fragColor = color;
*/
// Scanlines method 2
float globalPos = (fragTexCoord.y + offset) * frequency;
float globalPos = (fragTexCoord.y + offset)*frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
vec4 color = texture2D(texture0, fragTexCoord);

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
vec2 resolution = vec2(800.0, 450.0);
void main()
@ -18,10 +18,10 @@ void main()
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;