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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_multi_sample2d.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - Multiple sample2D with default batch system
+*
+* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
+* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*
+* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
+* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
+* raylib comes with shaders ready for both versions, check raylib/shaders install folder
+*
+* Example originally created with raylib 3.5, last time updated with raylib 3.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2020-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
+
+ Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
+ Texture texRed = LoadTextureFromImage(imRed);
+ UnloadImage(imRed);
+
+ Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
+ Texture texBlue = LoadTextureFromImage(imBlue);
+ UnloadImage(imBlue);
+
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
+
+ // Get an additional sampler2D location to be enabled on drawing
+ int texBlueLoc = GetShaderLocation(shader, "texture1");
+
+ // Get shader uniform for divider
+ int dividerLoc = GetShaderLocation(shader, "divider");
+ float dividerValue = 0.5f;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f;
+ else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f;
+
+ if (dividerValue < 0.0f) dividerValue = 0.0f;
+ else if (dividerValue > 1.0f) dividerValue = 1.0f;
+
+ SetShaderValue(shader, dividerLoc, &dividerValue, SHADER_UNIFORM_FLOAT);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginShaderMode(shader);
+
+ // WARNING: Additional samplers are enabled for all draw calls in the batch,
+ // EndShaderMode() forces batch drawing and consequently resets active textures
+ // to let other sampler2D to be activated on consequent drawings (if required)
+ SetShaderValueTexture(shader, texBlueLoc, texBlue);
+
+ // We are drawing texRed using default sampler2D texture0 but
+ // an additional texture units is enabled for texBlue (sampler2D texture1)
+ DrawTexture(texRed, 0, 0, WHITE);
+
+ EndShaderMode();
+
+ DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texRed); // Unload texture
+ UnloadTexture(texBlue); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file