Gleb A
54f630774d
[example] cel-shading and outline using inverted hull ( #5615 )
...
* added cel-shading and outline using inverted hull example
* new screenshot
* added glsl100+120 compat
* updated view
* unnecessary spacing
2026-03-06 16:52:28 +01:00
Maicon Santana
f43e049444
Refactor removing extra space and add break line for { ( #5533 )
...
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-02-05 15:10:55 +01:00
Maicon Santana
d4f636151b
refactor to follow the CONVENTIONS.md ( #5530 )
...
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
2026-02-04 19:43:55 +01:00
JordSant
366300aafe
[examples] Add shaders_game_of_life ( #5394 )
...
* [examples] Add `shaders_game_of_life`
* Declaration hides another variable same name
2025-12-09 19:13:05 +01:00
JordSant
70f4911698
[examples] Added shaders_color_correction ( #5307 )
...
* [examples] Added `shaders_color_correction`
* Add _CRT_SECURE_NO_WARNINGS to VS Project
* Added to makefiles
2025-10-26 18:24:19 +01:00
JordSant
aeafce5db4
[examples] Added: shaders_mandelbrot_set ( #5282 )
...
* [examples] Added: `shaders_mandelbrot_set`
* Simplified shader code and added comments
* Comments starting with a capital letter, and some minor fixes to adhere to the convention
2025-10-18 19:50:52 +02:00
Maicon Santana
a553fbd0c7
[examples] Fix shaders_ascii_rendering ( #5219 )
...
* Add ascii post processing
* Fix broken characters and add more comments
* Rename example
* Refactored as requested
2025-09-30 18:34:06 +02:00
Maicon Santana
317c1eaeeb
Add ascii post processing ( #5213 )
2025-09-29 17:44:48 +02:00
Ray
3148206758
Renamed shaders for consistency
2025-09-13 10:44:12 +02:00
Maicon Santana
69021939e6
fix write_depth.fs glsl120
2025-08-23 13:06:56 +01:00
Ray
503e6d8bb5
Merge branch 'master' into julia_set
2025-08-11 20:26:16 +02:00
Ray
9b598f6bcf
REVIEWED: Shaders formating to follow raylib code conventions
2025-08-11 20:22:31 +02:00
Ray
8dae39fbda
ADDED: Missing GLSL120 shaders
2025-08-11 20:22:02 +02:00
Maicon Santana
00f7121b1c
Increasing maxInterations glsl100 to 255 to match with glsl330 and add glsl120
2025-08-11 18:16:00 +01:00
Ray
a06962ee38
Merge branch 'master' into normalmap_example
2025-08-07 17:17:12 +02:00
Ray
1fadc67fb3
ADDED: Missing resources on some examples
2025-08-07 17:05:25 +02:00
sir-irk
510dc763e9
adding normal map example
2025-07-08 05:05:30 -05:00
sir-irk
ed509193d9
remving w multiply on the tangent itself
2025-07-01 15:30:50 -05:00
sir-irk
f86295732a
fixing shader tangents to be vec4
2025-07-01 15:18:11 -05:00
jordan4ibanez
7cae259a6d
Reviewed shaders comment wording ( #4793 )
2025-02-25 14:26:52 +01:00
Anstro Pleuton
7bfc8e8ca7
[example] Add shaders_rounded_rectangle example ( #4719 )
...
* Add shaders_rounded_rectangle example
* Minor tweaks to example template (add star, more)
* Combine shaders
* Fix changes after review
---------
Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
2025-01-23 10:51:36 +01:00
Ray
fddfb58f85
REVIEWED: Potential shader issues
2025-01-12 20:39:07 +01:00
Ray
8e450e4446
Reviewed shaders formating to follow raylib coding conventions
2025-01-11 19:36:46 +01:00
Jeffery Myers
10fd4de258
Fix the example lighting shaders to use both frag and diffuse colors so they work with shapes and meshes. ( #4482 )
2024-11-11 19:55:33 +01:00
Ray
db8b199363
Reviewed shader
2024-08-06 18:32:14 +02:00
CDM15y
b44b759b8f
[examples][shaders_raymarching] Add raymarching.fs for GLSL120 ( #4183 )
...
* Create raymarching.fs
* Update raymarching.fs
* Update raymarching.fs
* Update raymarching.fs
Remove `fragColor` as it is unused
Move the license to the top of the code to improve readability.
2024-08-06 18:30:15 +02:00
CDM15y
2d94d8d06d
[examples] Fix PBR and Shadowmap example shaders for GLSL 1.20 ( #4167 )
...
* Update pbr.fs
remove presicion mediump float because it is for GLES, and not desktop GL
* Fix shadowmap.fs
also suffers the same problem as pbr.fs
2024-07-20 10:42:55 +02:00
TheManTheMythTheGameDev
1fc3d9aeb2
Add shadowmapping example ( #3653 )
2023-12-19 10:37:41 +01:00
devdad
9bdc217987
basic PBR example ( #3621 )
...
* basic pbr example
pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve
* Unloading PBRMAterial
I forgot unloading PBRMaterial
* fix small issue with texOffset assigment.
value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .
* Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
2023-12-15 17:13:44 +01:00
Jussi Viitala
25c6c12150
Added glsl 100 and 120 shaders to lightmap example. ( #3543 )
...
* Added glsl 100 and 120 shaders to lightmap example.
* Fixed lightmap example resource loading on web.
2023-11-18 20:02:33 +01:00
Jeffery Myers
38205d67da
Remove unused structures from lighting fragment shaders ( #3497 )
2023-11-01 12:16:14 +01:00
Ray
0e5cd442be
REVIEWED: Renamed some shaders, fix #2707
2022-09-19 18:29:08 +02:00
Ray
4b76aa09dd
ADDED: lighting.fs for GLSL120 Fix #2651
2022-08-29 14:36:07 +02:00
raysan5
fec0ce34c5
Remove trailing spaces
2021-10-19 14:57:12 +02:00
raysan5
65b299c6cf
Replace tabs by 4 spaces
2021-01-25 17:53:04 +01:00
chriscamacho
6bbaca118f
ended up using the 100 version shaders as off the top of my ( #1142 )
...
head can't think of any improvement I could use on the shaders for
version 120
This has been tested on Linux (Desktop) requires testing on a Rpi
Co-authored-by: codifies <nospam@antispam.com>
2020-03-23 23:07:42 +01:00
Ray
2ddc4bacba
Example review
2019-05-06 09:41:54 +02:00
Marco Lizza
0fe56b1674
Adding basic palette-switching example using uniform arrays.
2019-01-09 16:20:56 +01:00
Ray San
4fe8e05a7f
Review GLSL 120 shaders
...
Not tested, could have errors
2017-11-06 13:49:33 +01:00
Ray
085779707f
Uploaded shaders for GLSL 120
2017-11-05 17:13:17 +01:00