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54966
examples/shaders/custom_uniform/dwarf.obj
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54966
examples/shaders/custom_uniform/dwarf.obj
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examples/shaders/custom_uniform/dwarf_diffuse.png
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examples/shaders/custom_uniform/dwarf_diffuse.png
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26
examples/shaders/custom_uniform/glsl330/base.vs
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examples/shaders/custom_uniform/glsl330/base.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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46
examples/shaders/custom_uniform/glsl330/swirl.fs
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examples/shaders/custom_uniform/glsl330/swirl.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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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 800.0; // HARDCODED for example!
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const float renderHeight = 480.0; // Use uniforms instead...
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist)/radius;
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float theta = percent*percent*angle*8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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finalColor = vec4(color.rgb, 1.0);;
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}
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97
examples/shaders/custom_uniform/main.go
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examples/shaders/custom_uniform/main.go
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package main
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import (
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"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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raylib.SetConfigFlags(raylib.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
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raylib.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
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camera := raylib.Camera{}
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camera.Position = raylib.NewVector3(3.0, 3.0, 3.0)
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camera.Target = raylib.NewVector3(0.0, 1.5, 0.0)
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camera.Up = raylib.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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dwarf := raylib.LoadModel("dwarf.obj") // Load OBJ model
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texture := raylib.LoadTexture("dwarf_diffuse.png") // Load model texture
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dwarf.Material.TexDiffuse = texture // Bind texture to model
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position := raylib.NewVector3(0.0, 0.0, 0.0) // Set model position
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shader := raylib.LoadShader("glsl330/base.vs", "glsl330/swirl.fs") // Load postpro shader
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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swirlCenterLoc := raylib.GetShaderLocation(shader, "center")
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swirlCenter := make([]float32, 2)
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swirlCenter[0] = float32(screenWidth) / 2
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swirlCenter[1] = float32(screenHeight) / 2
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// Create a RenderTexture2D to be used for render to texture
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target := raylib.LoadRenderTexture(screenWidth, screenHeight)
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// Setup orbital camera
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raylib.SetCameraMode(camera, raylib.CameraOrbital) // Set an orbital camera mode
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raylib.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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// Update
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//----------------------------------------------------------------------------------
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mousePosition := raylib.GetMousePosition()
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swirlCenter[0] = mousePosition.X
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swirlCenter[1] = float32(screenHeight) - mousePosition.Y
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// Send new value to the shader to be used on drawing
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raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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raylib.UpdateCamera(&camera) // Update camera
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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raylib.BeginTextureMode(target) // Enable drawing to texture
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raylib.Begin3dMode(camera)
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raylib.DrawModel(dwarf, position, 2.0, raylib.White) // Draw 3d model with texture
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raylib.DrawGrid(10, 1.0) // Draw a grid
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raylib.End3dMode()
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raylib.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, raylib.Red)
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raylib.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
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raylib.BeginShaderMode(shader)
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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raylib.DrawTextureRec(target.Texture, raylib.NewRectangle(0, 0, target.Texture.Width, -target.Texture.Height), raylib.NewVector2(0, 0), raylib.White)
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raylib.EndShaderMode()
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raylib.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, raylib.Gray)
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raylib.DrawFPS(10, 10)
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raylib.EndDrawing()
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}
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raylib.UnloadShader(shader) // Unload shader
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raylib.UnloadTexture(texture) // Unload texture
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raylib.UnloadModel(dwarf) // Unload model
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raylib.UnloadRenderTexture(target) // Unload render texture
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raylib.CloseWindow()
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}
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