/******************************************************************************************* * * raylib [shaders] example - postprocessing * * 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), 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) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Shaders; public class PostProcessing : IExample { private const int screenWidth = 800; private const int screenHeight = 450; #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif public string Name => "Shaders / Post Processing"; public string Title => "raylib [shaders] example - postprocessing"; public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint; private enum PostproShader { FxGrayScale = 0, FxPosterization, FxDreamVision, FxPixelizer, FxCrossHatching, FxCrossStiching, FxPredatorView, FxScanLines, FxFishEye, FxSobel, FxBloom, FxBlur, //FX_FXAA Max } private string[] postproShaderText = new string[] { "GRAYSCALE", "POSTERIZATION", "DREAM_VISION", "PIXELIZER", "CROSS_HATCHING", "CROSS_STITCHING", "PREDATOR_VIEW", "SCANLINES", "FISHEYE", "SOBEL", "BLOOM", "BLUR", //"FXAA" }; private Camera3D camera; private Model model; private Texture2D texture; private Vector3 position; private Shader[] shaders; private int currentShader; private RenderTexture2D target; public void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(2.0f, 3.0f, 2.0f); // Camera position camera.Target = new Vector3(0.0f, 1.0f, 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/church.obj"); // Load OBJ model texture = LoadTexture("resources/models/church_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 all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) // NOTE 2: We load the correct shader depending on GLSL version shaders = new Shader[(int)PostproShader.Max]; // NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader var shaderPath = $"resources/shaders/glsl{GlslVersion}"; shaders[(int)PostproShader.FxGrayScale] = LoadShader(null, $"{shaderPath}/grayscale.fs"); shaders[(int)PostproShader.FxPosterization] = LoadShader(null, $"{shaderPath}/posterization.fs"); shaders[(int)PostproShader.FxDreamVision] = LoadShader(null, $"{shaderPath}/dream_vision.fs"); shaders[(int)PostproShader.FxPixelizer] = LoadShader(null, $"{shaderPath}/pixelizer.fs"); shaders[(int)PostproShader.FxCrossHatching] = LoadShader(null, $"{shaderPath}/cross_hatching.fs"); shaders[(int)PostproShader.FxCrossStiching] = LoadShader(null, $"{shaderPath}/cross_stitching.fs"); shaders[(int)PostproShader.FxPredatorView] = LoadShader(null, $"{shaderPath}/predator.fs"); shaders[(int)PostproShader.FxScanLines] = LoadShader(null, $"{shaderPath}/scanlines.fs"); shaders[(int)PostproShader.FxFishEye] = LoadShader(null, $"{shaderPath}/fisheye.fs"); shaders[(int)PostproShader.FxSobel] = LoadShader(null, $"{shaderPath}/sobel.fs"); shaders[(int)PostproShader.FxBloom] = LoadShader(null, $"{shaderPath}/bloom.fs"); shaders[(int)PostproShader.FxBlur] = LoadShader(null, $"{shaderPath}/blur.fs"); currentShader = (int)PostproShader.FxGrayScale; // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Orbital); if (IsKeyPressed(KeyboardKey.Right)) { currentShader++; } else if (IsKeyPressed(KeyboardKey.Left)) { currentShader--; } if (currentShader >= (int)PostproShader.Max) { currentShader = 0; } else if (currentShader < 0) { currentShader = (int)PostproShader.Max - 1; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); // Enable drawing to texture BeginTextureMode(target); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawModel(model, position, 0.1f, Color.White); DrawGrid(10, 1.0f); EndMode3D(); // End drawing to texture (now we have a texture available for next passes) EndTextureMode(); // Render generated texture using selected postprocessing shader BeginShaderMode(shaders[currentShader]); // 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(); DrawRectangle(0, 9, 580, 30, Fade(Color.LightGray, 0.7f)); DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray); DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.Black); DrawText(postproShaderText[currentShader], 330, 15, 20, Color.Red); DrawText("< >", 540, 10, 30, Color.DarkBlue); DrawFPS(700, 15); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { // Unload all postpro shaders for (var i = 0; i < (int)PostproShader.Max; i++) { UnloadShader(shaders[i]); } 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 - postprocessing"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new PostProcessing(); 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; } }