REXM: RENAME: example: shaders_spotlight --> shaders_spotlight_rendering
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8 changed files with 574 additions and 574 deletions
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@ -647,7 +647,7 @@ SHADERS = \
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shaders/shaders_shadowmap_rendering \
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shaders/shaders_shadowmap_rendering \
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shaders/shaders_shapes_textures \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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shaders/shaders_spotlight_rendering \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_tiling \
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@ -647,7 +647,7 @@ SHADERS = \
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shaders/shaders_shadowmap_rendering \
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shaders/shaders_shadowmap_rendering \
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shaders/shaders_shapes_textures \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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shaders/shaders_spotlight_rendering \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_tiling \
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@ -1258,7 +1258,7 @@ shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
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--preload-file shaders/resources/plasma.png@resources/plasma.png \
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--preload-file shaders/resources/plasma.png@resources/plasma.png \
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--preload-file shaders/resources/mask.png@resources/mask.png
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--preload-file shaders/resources/mask.png@resources/mask.png
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shaders/shaders_spotlight: shaders/shaders_spotlight.c
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shaders/shaders_spotlight_rendering: shaders/shaders_spotlight_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/raysan.png@resources/raysan.png \
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--preload-file shaders/resources/raysan.png@resources/raysan.png \
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--preload-file shaders/resources/shaders/glsl100/spotlight.fs@resources/shaders/glsl100/spotlight.fs
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--preload-file shaders/resources/shaders/glsl100/spotlight.fs@resources/shaders/glsl100/spotlight.fs
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@ -195,7 +195,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
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| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
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| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) | <img src="shaders/shaders_normalmap_rendering.png" alt="shaders_normalmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
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| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) | <img src="shaders/shaders_normalmap_rendering.png" alt="shaders_normalmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
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| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) | <img src="shaders/shaders_spotlight_rendering.png" alt="shaders_spotlight_rendering" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
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| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
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| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | <img src="shaders/shaders_hybrid_rendering.png" alt="shaders_hybrid_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | <img src="shaders/shaders_hybrid_rendering.png" alt="shaders_hybrid_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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@ -142,7 +142,7 @@ shaders;shaders_hot_reloading;★★★☆;3.0;3.5;2020;2025;"Ramon Santamaria";
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shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@seanpringle
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shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@seanpringle
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shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_normalmap_rendering;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
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shaders;shaders_normalmap_rendering;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
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shaders;shaders_spotlight;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_spotlight_rendering;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
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shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
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shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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261
examples/shaders/shaders_spotlight_rendering.c
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261
examples/shaders/shaders_spotlight_rendering.c
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@ -0,0 +1,261 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - spotlight
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.7
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*
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* Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* The shader makes alpha holes in the forground to give the appearance of a top
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* down look at a spotlight casting a pool of light...
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights are
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
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#define MAX_STARS 400
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Spot data
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typedef struct Spot {
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Vector2 position;
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Vector2 speed;
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float inner;
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float radius;
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// Shader locations
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unsigned int positionLoc;
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unsigned int innerLoc;
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unsigned int radiusLoc;
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} Spot;
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// Stars in the star field have a position and velocity
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typedef struct Star {
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Vector2 position;
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Vector2 speed;
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} Star;
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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static void UpdateStar(Star *star);
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static void ResetStar(Star *star);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight");
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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Star stars[MAX_STARS] = { 0 };
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for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
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// Progress all the stars on, so they don't all start in the centre
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for (int m = 0; m < screenWidth/2.0; m++)
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{
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for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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}
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int frameCounter = 0;
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// Use default vert shader
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Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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Spot spots[MAX_SPOTS];
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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char posName[32] = "spots[x].pos\0";
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char innerName[32] = "spots[x].inner\0";
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char radiusName[32] = "spots[x].radius\0";
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posName[6] = '0' + i;
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innerName[6] = '0' + i;
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radiusName[6] = '0' + i;
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spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
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}
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// Tell the shader how wide the screen is so we can have
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// a pitch black half and a dimly lit half
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unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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// Randomize the locations and velocities of the spotlights
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// and initialize the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].speed = (Vector2){ 0, 0 };
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while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
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{
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spots[i].speed.x = GetRandomValue(-400, 40)/25.0f;
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spots[i].speed.y = GetRandomValue(-400, 40)/25.0f;
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}
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spots[i].inner = 28.0f*(i + 1);
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spots[i].radius = 48.0f*(i + 1);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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}
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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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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//----------------------------------------------------------------------------------
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frameCounter++;
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// Move the stars, resetting them if the go offscreen
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for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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// Update the spots, send them to the shader
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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if (i == 0)
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{
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Vector2 mp = GetMousePosition();
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spots[i].position.x = mp.x;
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spots[i].position.y = screenHeight - mp.y;
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}
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else
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{
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spots[i].position.x += spots[i].speed.x;
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spots[i].position.y += spots[i].speed.y;
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if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
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if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
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if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
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if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
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}
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(DARKBLUE);
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// Draw stars and bobs
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for (int n = 0; n < MAX_STARS; n++)
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{
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// Single pixel is just too small these days!
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DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
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}
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for (int i = 0; i < 16; i++)
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{
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DrawTexture(texRay,
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(int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
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(int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
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}
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// Draw spot lights
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BeginShaderMode(shdrSpot);
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// Instead of a blank rectangle you could render here
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// a render texture of the full screen used to do screen
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// scaling (slight adjustment to shader would be required
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// to actually pay attention to the colour!)
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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DrawText("Move the mouse!", 10, 30, 20, GREEN);
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DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
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DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadTexture(texRay);
|
||||||
|
UnloadShader(shdrSpot);
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
static void ResetStar(Star *star)
|
||||||
|
{
|
||||||
|
star->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||||
|
|
||||||
|
star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||||
|
star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||||
|
|
||||||
|
while (!(fabs(star->speed.x) + (fabs(star->speed.y) > 1)))
|
||||||
|
{
|
||||||
|
star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||||
|
star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
star->position = Vector2Add(star->position, Vector2Multiply(star->speed, (Vector2){ 8.0f, 8.0f }));
|
||||||
|
}
|
||||||
|
|
||||||
|
static void UpdateStar(Star *star)
|
||||||
|
{
|
||||||
|
star->position = Vector2Add(star->position, star->speed);
|
||||||
|
|
||||||
|
if ((star->position.x < 0) || (star->position.x > GetScreenWidth()) ||
|
||||||
|
(star->position.y < 0) || (star->position.y > GetScreenHeight())) ResetStar(star);
|
||||||
|
}
|
||||||
BIN
examples/shaders/shaders_spotlight_rendering.png
Normal file
BIN
examples/shaders/shaders_spotlight_rendering.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 118 KiB |
569
projects/VS2022/examples/shaders_spotlight_rendering.vcxproj
Normal file
569
projects/VS2022/examples/shaders_spotlight_rendering.vcxproj
Normal file
|
|
@ -0,0 +1,569 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|ARM64">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|ARM64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|x64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|x64">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|ARM64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|Win32">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|x64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
</ItemGroup>
|
||||||
|
<PropertyGroup Label="Globals">
|
||||||
|
<ProjectGuid>{11F33A39-74B7-4018-B5F9-CC285A673A8F}</ProjectGuid>
|
||||||
|
<Keyword>Win32Proj</Keyword>
|
||||||
|
<RootNamespace>shaders_spotlight_rendering</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||||
|
<ProjectName>shaders_spotlight_rendering</ProjectName>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'" Label="Configuration">
|
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|
<ConfigurationType>Application</ConfigurationType>
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||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="Shared">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="PropertySheets">
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|
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||||||
|
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|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="PropertySheets">
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|
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||||||
|
</ImportGroup>
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||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||||
|
</ImportGroup>
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||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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|
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||||||
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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||||||
|
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||||||
|
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||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
|
||||||
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
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|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
|
||||||
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
|
||||||
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
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|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">
|
||||||
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
|
||||||
|
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|
||||||
|
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|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
|
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||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\..\examples\shaders\shaders_spotlight_rendering.c" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
|
|
@ -225,7 +225,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shapes_textures", "
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_simple_mask", "examples\shaders_simple_mask.vcxproj", "{600C3D4F-0670-4DB4-B30F-520A729053B5}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_simple_mask", "examples\shaders_simple_mask.vcxproj", "{600C3D4F-0670-4DB4-B30F-520A729053B5}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight", "examples\shaders_spotlight.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_spotlight_rendering", "examples\shaders_spotlight_rendering.vcxproj", "{11F33A39-74B7-4018-B5F9-CC285A673A8F}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_rendering", "examples\shaders_texture_rendering.vcxproj", "{A6F5E35E-B4A7-41B3-853A-75558E6E0715}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_rendering", "examples\shaders_texture_rendering.vcxproj", "{A6F5E35E-B4A7-41B3-853A-75558E6E0715}"
|
||||||
EndProject
|
EndProject
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue