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26
examples/shaders/shapes_textures/glsl330/base.vs
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examples/shaders/shapes_textures/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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26
examples/shaders/shapes_textures/glsl330/grayscale.fs
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examples/shaders/shapes_textures/glsl330/grayscale.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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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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// Calculate final fragment color
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finalColor = vec4(gray, gray, gray, texelColor.a);
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}
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72
examples/shaders/shapes_textures/main.go
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examples/shaders/shapes_textures/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.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders")
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sonic := raylib.LoadTexture("sonic.png")
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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shader := raylib.LoadShader("glsl330/base.vs", "glsl330/grayscale.fs")
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raylib.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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// Start drawing with default shader
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raylib.DrawText("USING DEFAULT SHADER", 20, 40, 10, raylib.Red)
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raylib.DrawCircle(80, 120, 35, raylib.DarkBlue)
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raylib.DrawCircleGradient(80, 220, 60, raylib.Green, raylib.SkyBlue)
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raylib.DrawCircleLines(80, 340, 80, raylib.DarkBlue)
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// Activate our custom shader to be applied on next shapes/textures drawings
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raylib.BeginShaderMode(shader)
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raylib.DrawText("USING CUSTOM SHADER", 190, 40, 10, raylib.Red)
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raylib.DrawRectangle(250-60, 90, 120, 60, raylib.Red)
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raylib.DrawRectangleGradient(250-90, 170, 180, 130, raylib.Maroon, raylib.Gold)
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raylib.DrawRectangleLines(250-40, 320, 80, 60, raylib.Orange)
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// Activate our default shader for next drawings
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raylib.EndShaderMode()
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raylib.DrawText("USING DEFAULT SHADER", 370, 40, 10, raylib.Red)
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raylib.DrawTriangle(raylib.NewVector2(430, 80),
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raylib.NewVector2(430-60, 150),
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raylib.NewVector2(430+60, 150), raylib.Violet)
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raylib.DrawTriangleLines(raylib.NewVector2(430, 160),
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raylib.NewVector2(430-20, 230),
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raylib.NewVector2(430+20, 230), raylib.DarkBlue)
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raylib.DrawPoly(raylib.NewVector2(430, 320), 6, 80, 0, raylib.Brown)
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// Activate our custom shader to be applied on next shapes/textures drawings
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raylib.BeginShaderMode(shader)
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raylib.DrawTexture(sonic, 380, -10, raylib.White) // Using custom shader
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// Activate our default shader for next drawings
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raylib.EndShaderMode()
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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(sonic) // Unload texture
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raylib.CloseWindow() // Close window and OpenGL context
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}
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BIN
examples/shaders/shapes_textures/sonic.png
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examples/shaders/shapes_textures/sonic.png
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