* 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>
24 lines
593 B
GLSL
24 lines
593 B
GLSL
#version 330 core
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layout (location = 0) in vec3 vertexPosition;
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layout (location = 1) in vec2 vertexTexCoord;
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layout (location = 2) in vec3 vertexNormal;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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uniform mat4 matModel;
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uniform mat4 matView;
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uniform mat4 matProjection;
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void main()
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{
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vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
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fragPosition = worldPos.xyz;
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fragTexCoord = vertexTexCoord;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalMatrix*vertexNormal;
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gl_Position = matProjection*matView*worldPos;
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}
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