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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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@ -3,7 +3,7 @@
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
//in vec4 fragColor;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
@ -13,18 +13,12 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// 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;
@ -47,6 +41,8 @@ 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++)
@ -74,8 +70,8 @@ void main()
}
}
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*colDiffuse;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*tint;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));