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190 changed files with 104835 additions and 5 deletions
54966
examples/shaders/model_shader/dwarf.obj
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54966
examples/shaders/model_shader/dwarf.obj
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examples/shaders/model_shader/dwarf_diffuse.png
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examples/shaders/model_shader/dwarf_diffuse.png
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examples/shaders/model_shader/glsl330/base.vs
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examples/shaders/model_shader/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 mvp;
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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 = mvp*vec4(vertexPosition, 1.0);
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}
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examples/shaders/model_shader/glsl330/grayscale.fs
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examples/shaders/model_shader/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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examples/shaders/model_shader/main.go
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examples/shaders/model_shader/main.go
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package main
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import (
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"fmt"
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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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rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(3.0, 3.0, 3.0)
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camera.Target = rl.NewVector3(0.0, 1.5, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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dwarf := rl.LoadModel("dwarf.obj") // Load OBJ model
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texture := rl.LoadTexture("dwarf_diffuse.png") // Load model texture
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shader := rl.LoadShader("glsl330/base.vs", "glsl330/grayscale.fs") // Load model shader
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rl.SetMaterialTexture(dwarf.Materials, rl.MapDiffuse, texture)
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dwarf.Materials.Shader = shader // Set shader effect to 3d model
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position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position
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rl.SetCameraMode(camera, rl.CameraFree) // Set free camera mode
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateCamera(&camera) // Update camera
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(dwarf, position, 2.0, rl.White) // Draw 3d model with texture
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rl.DrawGrid(10, 1.0) // Draw a grid
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rl.EndMode3D()
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rl.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, rl.Gray)
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rl.DrawText(fmt.Sprintf("Camera position: (%.2f, %.2f, %.2f)", camera.Position.X, camera.Position.Y, camera.Position.Z), 600, 20, 10, rl.Black)
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rl.DrawText(fmt.Sprintf("Camera target: (%.2f, %.2f, %.2f)", camera.Target.X, camera.Target.Y, camera.Target.Z), 600, 40, 10, rl.Gray)
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rl.DrawFPS(10, 10)
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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(texture) // Unload texture
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rl.UnloadModel(dwarf) // Unload model
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rl.CloseWindow()
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}
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