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Update/merge examples back into main repo (#192)
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121
Examples/Shaders/ShapesTextures.cs
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121
Examples/Shaders/ShapesTextures.cs
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a shader to some shape or texture
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 1.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class ShapesTextures
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{
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader(
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"resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"
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);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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// Start drawing with default shader
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DrawText("USING DEFAULT SHADER", 20, 40, 10, Color.RED);
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DrawCircle(80, 120, 35, Color.DARKBLUE);
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DrawCircleGradient(80, 220, 60, Color.GREEN, Color.SKYBLUE);
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DrawCircleLines(80, 340, 80, Color.DARKBLUE);
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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DrawText("USING CUSTOM SHADER", 190, 40, 10, Color.RED);
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DrawRectangle(250 - 60, 90, 120, 60, Color.RED);
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DrawRectangleGradientH(250 - 90, 170, 180, 130, Color.MAROON, Color.GOLD);
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DrawRectangleLines(250 - 40, 320, 80, 60, Color.ORANGE);
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("USING DEFAULT SHADER", 370, 40, 10, Color.RED);
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DrawTriangle(
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new Vector2(430, 80),
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new Vector2(430 - 60, 150),
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new Vector2(430 + 60, 150), Color.VIOLET
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);
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DrawTriangleLines(
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new Vector2(430, 160),
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new Vector2(430 - 20, 230),
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new Vector2(430 + 20, 230), Color.DARKBLUE
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);
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DrawPoly(new Vector2(430, 320), 6, 80, 0, Color.BROWN);
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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// Using custom shader
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DrawTexture(fudesumi, 500, -30, Color.WHITE);
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, Color.GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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UnloadTexture(fudesumi);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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