* 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>
29 lines
651 B
GLSL
29 lines
651 B
GLSL
#version 100
|
|
|
|
precision mediump float;
|
|
|
|
// Input vertex attributes (from vertex shader)
|
|
varying vec2 fragTexCoord;
|
|
|
|
// Input uniform values
|
|
uniform sampler2D depthTexture;
|
|
uniform bool flipY;
|
|
|
|
float nearPlane = 0.1;
|
|
float farPlane = 100.0;
|
|
|
|
void main()
|
|
{
|
|
// Handle potential Y-flipping
|
|
vec2 texCoord = fragTexCoord;
|
|
if (flipY) texCoord.y = 1.0 - texCoord.y;
|
|
|
|
// Sample depth texture
|
|
float depth = texture2D(depthTexture, texCoord).r;
|
|
|
|
// Linearize depth
|
|
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
|
|
|
|
// Output final color
|
|
gl_FragColor = vec4(vec3(linearDepth), 1.0);
|
|
}
|