update examples/README & add some comments
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4 changed files with 37 additions and 32 deletions
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@ -13,5 +13,6 @@ void main()
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{
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vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
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vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
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// interplate between two colors based on height
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finalColor = mix(darkblue, lightblue, height);
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}
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@ -23,19 +23,23 @@ out float height;
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void main()
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{
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3) * 0.5 + 0.5;
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// Calculate animated texture coordinates based on time and vertex position
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
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// Fetch displacement from the displacement map and amplify it
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// Normalize animated texture coordinates to range [0, 1]
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animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
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// Fetch displacement from the perlin noise map
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float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
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// Combine displacement and wave motion
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// Displace vertex position
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vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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height = displacedPosition.y * 0.2;
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height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
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// Calculate final vertex position
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gl_Position = mvp*vec4(displacedPosition , 1.0);
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@ -2,14 +2,14 @@
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*
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* raylib [core] example - Basic window
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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* Example originally created with raylib 5.0, last time updated with raylib 4.5
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*
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* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by <Alex ZH> (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023 <user_name> (@<user_github>)
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* Copyright (c) 2023 <Alex ZH> (@ZzzhHe)
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*
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********************************************************************************************/
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@ -40,6 +40,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
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// set up camera
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Camera camera = {0};
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camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
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camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
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@ -47,29 +48,28 @@ int main(void)
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
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Model planeModel = LoadModelFromMesh(planeMesh);
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// Load vertex and fragment shaders
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Shader shader = LoadShader(
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TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
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);
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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// Load perlin noise texture
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Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
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Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
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UnloadImage(perlinNoiseImage);
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// Set shader uniform location
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int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
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rlEnableShader(shader.id);
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rlActiveTextureSlot(1);
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rlEnableTexture(perlinNoiseMap.id);
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rlSetUniformSampler(perlinNoiseMapLoc, 1);
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// Create a plane mesh and model
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Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
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Model planeModel = LoadModelFromMesh(planeMesh);
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// Set plane model material
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planeModel.materials[0].shader = shader;
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float time = 0.0f;
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@ -81,13 +81,11 @@ int main(void)
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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UpdateCamera(&camera, CAMERA_FREE);
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE); // Update camera
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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time += GetFrameTime();
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SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT);
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time += GetFrameTime(); // Update time variable
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SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
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// Draw
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//----------------------------------------------------------------------------------
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@ -98,12 +96,13 @@ int main(void)
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BeginMode3D(camera);
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BeginShaderMode(shader);
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// Draw plane model
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DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
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EndShaderMode();
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EndMode3D();
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DrawText("Displacement mapping", 10, 10, 20, DARKGRAY);
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DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
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DrawFPS(10, 40);
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EndDrawing();
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examples/shaders/shaders_vertex_displacement.png
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examples/shaders/shaders_vertex_displacement.png
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