* 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>
36 lines
1,010 B
GLSL
36 lines
1,010 B
GLSL
#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying vec4 fragColor;
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// TODO: Is there some alternative for GLSL100
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//layout (location = 0) out vec3 gPosition;
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//layout (location = 1) out vec3 gNormal;
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//layout (location = 2) out vec4 gAlbedoSpec;
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//uniform vec3 gPosition;
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//uniform vec3 gNormal;
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//uniform vec4 gAlbedoSpec;
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// Input uniform values
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uniform sampler2D texture0; // Diffuse texture
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uniform sampler2D specularTexture;
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void main()
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{
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// Store the fragment position vector in the first gbuffer texture
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//gPosition = fragPosition;
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// Store the per-fragment normals into the gbuffer
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//gNormal = normalize(fragNormal);
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// Store the diffuse per-fragment color
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gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
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// Store specular intensity in gAlbedoSpec's alpha component
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gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
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}
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