* 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>
58 lines
2.2 KiB
GLSL
58 lines
2.2 KiB
GLSL
#version 120
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/*************************************************************************************
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The Sieve of Eratosthenes -- a simple shader by ProfJski
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An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
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The screen is divided into a square grid of boxes, each representing an integer value
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Each integer is tested to see if it is a prime number. Primes are colored white
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Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
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You can change the scale variable to make a larger or smaller grid
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Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
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WARNING: If you make scale too large, your GPU may bog down!
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***************************************************************************************/
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Make a nice spectrum of colors based on counter and maxSize
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vec4 Colorizer(float counter, float maxSize)
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{
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float red = 0.0, green = 0.0, blue = 0.0;
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float normsize = counter/maxSize;
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red = smoothstep(0.3, 0.7, normsize);
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green = sin(3.14159*normsize);
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blue = 1.0 - smoothstep(0.0, 0.4, normsize);
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return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
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}
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void main()
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{
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
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float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
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int valuei = int(value);
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//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
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//else
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{
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//for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
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// NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
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// Tested on RPI, it seems loops are limited around 60 iteractions
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for (int i = 2; i < 48; i++)
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{
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if ((value - float(i)*floor(value/float(i))) <= 0.0)
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{
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gl_FragColor = Colorizer(float(i), scale);
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//break; // Uncomment to color by the largest factor instead
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}
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}
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}
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}
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