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raylib-cs/Examples/resources/shaders/glsl100/cel.fs
Dennis Steffen 21d83c60a9
Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
2026-05-24 07:21:12 +01:00

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GLSL

#version 100
precision mediump float;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec3 viewPos;
uniform float numBands;
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
uniform Light lights[4];
void main()
{
vec4 texColor = texture2D(texture0, fragTexCoord);
vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
vec3 norm = normalize(fragNormal);
float lightAccum = 0.08; // ambient floor
for (int i = 0; i < 4; i++)
{
if (lights[i].enabled == 1) // no continue in GLSL ES 1.0
{
vec3 lightDir;
if (lights[i].type == 0)
{
// Directional: direction is from position toward target.
lightDir = normalize(lights[i].position - lights[i].target);
}
else
{
// Point: direction from surface to light.
lightDir = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(norm, lightDir), 0.0);
// Quantize NdotL into numBands discrete steps.
float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
lightAccum += quantized * lights[i].color.r;
}
}
lightAccum = clamp(lightAccum, 0.0, 1.0);
gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
}