Merge pull request #289 from unklnik/master
Added more Core & Shader examples
This commit is contained in:
commit
f7f928dba6
4 changed files with 287 additions and 0 deletions
106
examples/core/basic_window_manager/main.go
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106
examples/core/basic_window_manager/main.go
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package main
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import (
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"fmt"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const screenW = int32(1280)
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const screenH = int32(720)
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type gameScreen int
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const (
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LOGO = iota
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TITLE
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GAMEPLAY
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ENDING
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)
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func main() {
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rl.InitWindow(screenW, screenH, "raylib [core] example - basic screen manager")
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var currentScreen gameScreen
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currentScreen = LOGO
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frames := 0
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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switch currentScreen {
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case LOGO:
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frames++
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if frames > 240 {
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currentScreen = TITLE
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}
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case TITLE:
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if rl.IsKeyPressed(rl.KeyEnter) {
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currentScreen = GAMEPLAY
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}
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case GAMEPLAY:
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if rl.IsKeyPressed(rl.KeyEnter) {
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currentScreen = ENDING
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}
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case ENDING:
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if rl.IsKeyPressed(rl.KeyEnter) {
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currentScreen = LOGO
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frames = 0
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}
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rec := rl.NewRectangle(0, 0, float32(screenW), float32(screenH))
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switch currentScreen {
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case LOGO:
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txt := "YOUR LOGO GOES HERE"
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txtlen := rl.MeasureText(txt, 50)
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rl.DrawText(txt, screenW/2-txtlen/2-3, screenH/2-50+3, 50, rl.Magenta)
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rl.DrawText(txt, screenW/2-txtlen/2-1, screenH/2-50+1, 50, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
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txt = "this message disappears in " + fmt.Sprint(240-frames) + " frames"
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txtlen = rl.MeasureText(txt, 30)
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rl.DrawText(txt, screenW/2-txtlen/2-3, screenH/2+3, 30, rl.Magenta)
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rl.DrawText(txt, screenW/2-txtlen/2-1, screenH/2+1, 30, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
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case TITLE:
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rl.DrawRectangleRec(rec, rl.DarkGreen)
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txt := "AN AMAZING TITLE GOES HERE"
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txtlen := rl.MeasureText(txt, 50)
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rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2-50+2, 50, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
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txt = "press enter to move to next screen"
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txtlen = rl.MeasureText(txt, 30)
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rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2+2, 30, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
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case GAMEPLAY:
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rl.DrawRectangleRec(rec, rl.DarkPurple)
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txt := "FUN GAMEPLAY GOES HERE"
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txtlen := rl.MeasureText(txt, 50)
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rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2-50+2, 50, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
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txt = "press enter to move to next screen"
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txtlen = rl.MeasureText(txt, 30)
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rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2+2, 30, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
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case ENDING:
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rl.DrawRectangleRec(rec, rl.DarkBlue)
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txt := "A DRAMATIC ENDING GOES HERE"
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txtlen := rl.MeasureText(txt, 50)
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rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2-50+2, 50, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
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txt = "press enter to move to next screen"
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txtlen = rl.MeasureText(txt, 30)
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rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2+2, 30, rl.Black)
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rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
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}
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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85
examples/core/smooth_pixelperfect/main.go
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85
examples/core/smooth_pixelperfect/main.go
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package main
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import (
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"fmt"
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"math"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const screenW = int32(1280)
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const screenH = int32(720)
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const virtualScreenW = screenW / 5
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const virtualScreenH = screenH / 5
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const virtualRatio = float32(screenW) / float32(virtualScreenW)
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func main() {
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rl.InitWindow(screenW, screenH, "raylib [core] example - smooth pixel-perfect camera")
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worldSpaceCam := rl.Camera2D{}
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worldSpaceCam.Zoom = 1
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screenSpaceCam := rl.Camera2D{}
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screenSpaceCam.Zoom = 1
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target := rl.LoadRenderTexture(virtualScreenW, virtualScreenH)
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rec1 := rl.NewRectangle(120, 60, 80, 40)
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rec2 := rl.NewRectangle(130, 70, 90, 30)
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rec3 := rl.NewRectangle(140, 80, 65, 45)
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sourceRec := rl.NewRectangle(0, 0, float32(target.Texture.Width), -float32(target.Texture.Height))
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destRec := rl.NewRectangle(-virtualRatio, -virtualRatio, float32(screenW)+(virtualRatio*2), float32(screenH)+(virtualRatio*2))
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origin := rl.NewVector2(0, 0)
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rotation, camX, camY := float32(0), float32(0), float32(0)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rotation += 60 * rl.GetFrameTime()
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camX = float32(math.Sin(rl.GetTime()) * 50)
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camY = float32(math.Cos(rl.GetTime()) * 30)
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screenSpaceCam.Target = rl.NewVector2(camX, camY)
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worldSpaceCam.Target.X = screenSpaceCam.Target.X
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screenSpaceCam.Target.X -= worldSpaceCam.Target.X
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screenSpaceCam.Target.X *= virtualRatio
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worldSpaceCam.Target.Y = screenSpaceCam.Target.Y
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screenSpaceCam.Target.Y -= worldSpaceCam.Target.Y
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screenSpaceCam.Target.Y *= virtualRatio
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rl.BeginTextureMode(target)
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode2D(worldSpaceCam)
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rl.DrawRectanglePro(rec1, origin, rotation, rl.Black)
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rl.DrawRectanglePro(rec2, origin, -rotation, rl.Red)
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rl.DrawRectanglePro(rec3, origin, rotation+45, rl.Blue)
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rl.EndMode2D()
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rl.EndTextureMode()
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rl.BeginDrawing()
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rl.ClearBackground(rl.Red)
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rl.BeginMode2D(screenSpaceCam)
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rl.DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0, rl.White)
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rl.EndMode2D()
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rl.DrawText("screen res "+fmt.Sprint(screenW)+"x"+fmt.Sprint(screenH), 10, 10, 20, rl.Black)
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rl.DrawText("world res "+fmt.Sprint(virtualScreenW)+"x"+fmt.Sprint(virtualScreenH), 10, 30, 20, rl.Black)
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rl.DrawFPS(screenW-100, 10)
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rl.EndDrawing()
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}
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rl.UnloadRenderTexture(target)
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rl.CloseWindow()
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}
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27
examples/shaders/multi_sample2d/color_mix.fs
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27
examples/shaders/multi_sample2d/color_mix.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 vertexPos;
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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 sampler2D texture1;
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uniform vec4 colDiffuse;
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uniform float divider = 0.5;
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out vec4 finalColor;
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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 texelColor0 = texture(texture0, fragTexCoord);
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vec4 texelColor1 = texture(texture1, fragTexCoord);
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float x = fract(fragTexCoord.s);
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float final = smoothstep(divider - 0.1, divider + 0.1, x);
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finalColor = mix(texelColor0, texelColor1, final);
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}
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69
examples/shaders/multi_sample2d/main.go
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69
examples/shaders/multi_sample2d/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.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multiple sample2D")
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imRed := rl.GenImageColor(int(screenWidth), int(screenHeight), rl.NewColor(uint8(255), uint8(0), uint8(0), uint8(255)))
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texRed := rl.LoadTextureFromImage(imRed)
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rl.UnloadImage(imRed)
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imBlue := rl.GenImageColor(int(screenWidth), int(screenHeight), rl.NewColor(uint8(0), uint8(0), uint8(255), uint8(255)))
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texBlue := rl.LoadTextureFromImage(imBlue)
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rl.UnloadImage(imBlue)
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shader := rl.LoadShader("", "color_mix.fs")
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texBlueLoc := rl.GetShaderLocation(shader, "texture1")
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dividerLoc := rl.GetShaderLocation(shader, "divider")
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dividerValue := []float32{0.5}
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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if rl.IsKeyDown(rl.KeyRight) {
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dividerValue[0] += 0.01
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} else if rl.IsKeyDown(rl.KeyLeft) {
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dividerValue[0] -= 0.01
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}
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if dividerValue[0] < 0 {
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dividerValue[0] = 0
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} else if dividerValue[0] > 1 {
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dividerValue[0] = 1
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}
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rl.SetShaderValue(shader, dividerLoc, dividerValue, 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.SetShaderValueTexture(shader, texBlueLoc, texBlue)
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rl.DrawTexture(texRed, 0, 0, rl.White)
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rl.EndShaderMode()
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rl.DrawText("USE LEFT/RIGHT ARROW KEYS TO MIX COLORS", 15, 17, 20, rl.Black)
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rl.DrawText("USE LEFT/RIGHT ARROW KEYS TO MIX COLORS", 16, 16, 20, rl.White)
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rl.EndDrawing()
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}
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rl.UnloadShader(shader) // Unload shader
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rl.UnloadTexture(texRed) // Unload texture
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rl.UnloadTexture(texBlue) // Unload texture
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rl.CloseWindow()
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}
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