/******************************************************************************************* * * raylib [shaders] example - custom uniform * * Example complexity rating: [★★☆☆] 2/4 * * 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), to test this example * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * raylib comes with shaders ready for both versions, check raylib/shaders install folder * * Example originally created with raylib 1.3, last time updated with raylib 4.0 * * 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) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ namespace Examples.Shaders; public class CustomUniform : 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 / Custom Uniform"; public string Title => "raylib [shaders] example - custom uniform"; public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint; private Camera3D camera; private Model model; private Texture2D texture; private Vector3 position; private Shader shader; private int swirlCenterLoc; private float[] swirlCenter; private RenderTexture2D target; public void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(8.0f, 8.0f, 8.0f); // Camera position camera.Target = new Vector3(0.0f, 1.5f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type model = LoadModel("resources/models/obj/barracks.obj"); // Load OBJ model texture = LoadTexture("resources/models/obj/barracks_diffuse.png"); // Load model texture (diffuse map) // Set model diffuse texture Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); position = new(0.0f, 0.0f, 0.0f); // Set model position // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/swirl.fs"); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 swirlCenterLoc = GetShaderLocation(shader, "center"); swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 }; // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Orbital); var mousePosition = GetMousePosition(); swirlCenter[0] = mousePosition.X; swirlCenter[1] = screenHeight - mousePosition.Y; // Send new value to the shader to be used on drawing Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginTextureMode(target); // Enable drawing to texture ClearBackground(Color.RayWhite); // Clear texture background BeginMode3D(camera); // Begin 3d mode drawing DrawModel(model, position, 0.5f, Color.White); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) BeginDrawing(); ClearBackground(Color.RayWhite); // Clear screen background // Enable shader using the custom uniform BeginShaderMode(shader); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec( target.Texture, new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height), new Vector2(0, 0), Color.White ); EndShaderMode(); // Draw some 2d text over drawn texture DrawText( "(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, Color.Gray ); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model UnloadRenderTexture(target); // Unload render texture } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new CustomUniform(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }