* 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>
62 lines
1.5 KiB
GLSL
62 lines
1.5 KiB
GLSL
#version 120
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// Input from vertex shader
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varying vec3 fragPosition;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// Uniforms
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uniform vec4 colDiffuse;
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uniform vec4 ambient;
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uniform vec3 viewPos;
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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uniform Light lights[MAX_LIGHTS];
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void main()
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{
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL)
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light = -normalize(lights[i].target - lights[i].position);
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if (lights[i].type == LIGHT_POINT)
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light = normalize(lights[i].position - fragPosition);
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb*NdotL;
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if (NdotL > 0.0)
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{
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float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
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specular += specCo;
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}
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}
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}
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vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += fragColor*(ambient/10.0)*colDiffuse;
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finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
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gl_FragColor = finalColor;
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}
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