/******************************************************************************************* * * raylib [shaders] example - fog rendering * * Example complexity rating: [★★★☆] 3/4 * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3) * * Example originally created with raylib 2.5, last time updated with raylib 3.7 * * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ using static Raylib_cs.Raymath; using Examples.Shared; namespace Examples.Shaders; public class Fog : IExample { #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Shaders / Fog"; public string Title => "raylib [shaders] example - fog rendering"; public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint; private Camera3D camera; private Model modelA; private Model modelB; private Model modelC; private Texture2D texture; private Shader shader; private int fogDensityLoc; private float fogDensity; public unsafe void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(2.0f, 2.0f, 6.0f); camera.Target = new Vector3(0.0f, 0.5f, 0.0f); camera.Up = new Vector3(0.0f, 1.0f, 0.0f); camera.FovY = 45.0f; camera.Projection = CameraProjection.Perspective; // Load models and texture modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32)); texture = LoadTexture("resources/texel_checker.png"); // Assign texture to default model material Raylib.SetMaterialTexture(ref modelA, 0, MaterialMapIndex.Albedo, ref texture); Raylib.SetMaterialTexture(ref modelB, 0, MaterialMapIndex.Albedo, ref texture); Raylib.SetMaterialTexture(ref modelC, 0, MaterialMapIndex.Albedo, ref texture); // Load shader and set up some uniforms shader = LoadShader( $"resources/shaders/glsl{GlslVersion}/lighting.vs", $"resources/shaders/glsl{GlslVersion}/fog.fs" ); shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel"); shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos"); // Ambient light level var ambientLoc = GetShaderLocation(shader, "ambient"); Raylib.SetShaderValue( shader, ambientLoc, new float[] { 0.2f, 0.2f, 0.2f, 1.0f }, ShaderUniformDataType.Vec4 ); var fogColor = ColorNormalize(Color.Gray); var fogColorLoc = GetShaderLocation(shader, "fogColor"); Raylib.SetShaderValue(shader, fogColorLoc, fogColor, ShaderUniformDataType.Vec4); fogDensity = 0.15f; fogDensityLoc = GetShaderLocation(shader, "fogDensity"); Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float); // NOTE: All models share the same shader Raylib.SetMaterialShader(ref modelA, 0, ref shader); Raylib.SetMaterialShader(ref modelB, 0, ref shader); Raylib.SetMaterialShader(ref modelC, 0, ref shader); // Using just 1 point lights Rlights.CreateLight(0, LightType.Point, new Vector3(0, 2, 6), Vector3.Zero, Color.White, shader); } public unsafe void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Orbital); if (IsKeyDown(KeyboardKey.Up)) { fogDensity += 0.001f; if (fogDensity > 1.0f) { fogDensity = 1.0f; } } if (IsKeyDown(KeyboardKey.Down)) { fogDensity -= 0.001f; if (fogDensity < 0.0f) { fogDensity = 0.0f; } } Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float); // Rotate the torus modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateX(-0.025f)); modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateZ(0.012f)); // Update the light shader with the camera view position Raylib.SetShaderValue( shader, shader.Locs[(int)ShaderLocationIndex.VectorView], camera.Position, ShaderUniformDataType.Vec3 ); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.Gray); BeginMode3D(camera); // Draw the three models DrawModel(modelA, Vector3.Zero, 1.0f, Color.White); DrawModel(modelB, new Vector3(-2.6f, 0, 0), 1.0f, Color.White); DrawModel(modelC, new Vector3(2.6f, 0, 0), 1.0f, Color.White); for (var i = -20; i < 20; i += 2) { DrawModel(modelA, new Vector3(i, 0, 2), 1.0f, Color.White); } EndMode3D(); DrawText( $"Use KEY_UP/KEY_DOWN to change fog density [{fogDensity:F2}]", 10, 10, 20, Color.RayWhite ); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadModel(modelA); UnloadModel(modelB); UnloadModel(modelC); UnloadTexture(texture); UnloadShader(shader); } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- // Enable Multi Sampling Anti Aliasing 4x (if available) SetConfigFlags(ConfigFlags.Msaa4xHint); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog rendering"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- var game = new Fog(); game.Init(); // Main game loop while (!WindowShouldClose()) { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); //-------------------------------------------------------------------------------------- return 0; } }