add more model & shader examples
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BIN
examples/shaders/texture_outline/gopher.png
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examples/shaders/texture_outline/gopher.png
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examples/shaders/texture_outline/main.go
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examples/shaders/texture_outline/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline")
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texture := rl.LoadTexture("gopher.png")
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shader := rl.LoadShader("", "outline.fs")
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cnt := rl.NewVector2(float32(screenWidth/2), float32(screenHeight/2))
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outlineSize := []float32{2}
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outlineColor := []float32{1, 0, 0, 1}
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textureSize := []float32{float32(texture.Width), float32(texture.Height)}
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outlineSizeLoc := rl.GetShaderLocation(shader, "outlineSize")
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outlineColorLoc := rl.GetShaderLocation(shader, "outlineColor")
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textureSizeLoc := rl.GetShaderLocation(shader, "textureSize")
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rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, outlineColorLoc, outlineColor, rl.ShaderUniformVec4)
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rl.SetShaderValue(shader, textureSizeLoc, textureSize, rl.ShaderUniformVec2)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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if rl.IsKeyPressed(rl.KeyUp) {
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outlineSize[0]++
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} else if rl.IsKeyPressed(rl.KeyDown) {
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outlineSize[0]--
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if outlineSize[0] < 1 {
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outlineSize[0] = 1
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}
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}
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rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginShaderMode(shader)
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rl.DrawTexture(texture, int32(cnt.X)-texture.Width/2, int32(cnt.Y)-texture.Height/2, rl.White)
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rl.EndShaderMode()
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rl.DrawText("UP/DOWN ARROW KEYS INCREASE OUTLINE THICKNESS", 10, 10, 10, rl.Black)
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rl.EndDrawing()
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}
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rl.UnloadShader(shader)
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rl.UnloadTexture(texture)
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rl.CloseWindow()
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}
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35
examples/shaders/texture_outline/outline.fs
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examples/shaders/texture_outline/outline.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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}
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