package main import ( rl "github.com/gen2brain/raylib-go/raylib" ) const MaxPostproShaders = 12 const ( FxGrayscale = iota FxPosterization FxDreamVision FxPixelizer FxCrossHatching FxCrossStitching FxPredatorView FxScanlines FxFisheye FxSobel FxBloom FxBlur ) var postproShaderText = []string{ "GRAYSCALE", "POSTERIZATION", "DREAM_VISION", "PIXELIZER", "CROSS_HATCHING", "CROSS_STITCHING", "PREDATOR_VIEW", "SCANLINES", "FISHEYE", "SOBEL", "BLOOM", "BLUR", } func main() { screenWidth := int32(800) screenHeight := int32(450) rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader") camera := rl.Camera{} camera.Position = rl.NewVector3(2.0, 3.0, 2.0) camera.Target = rl.NewVector3(0.0, 1.0, 0.0) camera.Up = rl.NewVector3(0.0, 1.0, 0.0) camera.Fovy = 45.0 obj := rl.LoadModel("church.obj") // Load OBJ model texture := rl.LoadTexture("church_diffuse.png") // Load model texture rl.SetMaterialTexture(obj.Materials, rl.MapDiffuse, texture) // Set obj model diffuse texture position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) shaders := make([]rl.Shader, MaxPostproShaders) shaders[FxGrayscale] = rl.LoadShader("", "glsl330/grayscale.fs") shaders[FxPosterization] = rl.LoadShader("", "glsl330/posterization.fs") shaders[FxDreamVision] = rl.LoadShader("", "glsl330/dream_vision.fs") shaders[FxPixelizer] = rl.LoadShader("", "glsl330/pixelizer.fs") shaders[FxCrossHatching] = rl.LoadShader("", "glsl330/cross_hatching.fs") shaders[FxCrossStitching] = rl.LoadShader("", "glsl330/cross_stitching.fs") shaders[FxPredatorView] = rl.LoadShader("", "glsl330/predator.fs") shaders[FxScanlines] = rl.LoadShader("", "glsl330/scanlines.fs") shaders[FxFisheye] = rl.LoadShader("", "glsl330/fisheye.fs") shaders[FxSobel] = rl.LoadShader("", "glsl330/sobel.fs") shaders[FxBlur] = rl.LoadShader("", "glsl330/blur.fs") shaders[FxBloom] = rl.LoadShader("", "glsl330/bloom.fs") currentShader := FxGrayscale // Create a RenderTexture2D to be used for render to texture target := rl.LoadRenderTexture(screenWidth, screenHeight) rl.SetTargetFPS(60) for !rl.WindowShouldClose() { rl.UpdateCamera(&camera, rl.CameraOrbital) // Update camera with orbital camera mode if rl.IsKeyPressed(rl.KeyRight) { currentShader++ } else if rl.IsKeyPressed(rl.KeyLeft) { currentShader-- } if currentShader >= MaxPostproShaders { currentShader = 0 } else if currentShader < 0 { currentShader = MaxPostproShaders - 1 } rl.BeginDrawing() rl.ClearBackground(rl.RayWhite) rl.BeginTextureMode(target) // Enable drawing to texture rl.ClearBackground(rl.RayWhite) rl.BeginMode3D(camera) rl.DrawModel(obj, position, 0.1, rl.White) // Draw 3d model with texture rl.DrawGrid(10, 1.0) // Draw a grid rl.EndMode3D() rl.EndTextureMode() // End drawing to texture (now we have a texture available for next passes) // Render previously generated texture using selected postpro shader rl.BeginShaderMode(shaders[currentShader]) // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(-target.Texture.Height)), rl.NewVector2(0, 0), rl.White) rl.EndShaderMode() rl.DrawRectangle(0, 9, 580, 30, rl.Fade(rl.LightGray, 0.7)) rl.DrawText("(c) Church 3D model by Alberto Cano", screenWidth-200, screenHeight-20, 10, rl.DarkGray) rl.DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, rl.Black) rl.DrawText(postproShaderText[currentShader], 330, 15, 20, rl.Red) rl.DrawText("< >", 540, 10, 30, rl.DarkBlue) rl.DrawFPS(700, 15) rl.EndDrawing() } // Unload all postpro shaders for i := 0; i < MaxPostproShaders; i++ { rl.UnloadShader(shaders[i]) } rl.UnloadTexture(texture) // Unload texture rl.UnloadModel(obj) // Unload model rl.UnloadRenderTexture(target) // Unload render texture rl.CloseWindow() }