diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 6f6002b8f..a6b233e3d 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); diff --git a/examples/models/resources/shaders/cubemap.fs b/examples/models/resources/shaders/cubemap.fs index 09ae62f58..e8e285363 100644 --- a/examples/models/resources/shaders/cubemap.fs +++ b/examples/models/resources/shaders/cubemap.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform sampler2D equirectangularMap; @@ -28,7 +28,7 @@ vec2 SampleSphericalMap(vec3 v) void main() { // Normalize local position - vec2 uv = SampleSphericalMap(normalize(fragPos)); + vec2 uv = SampleSphericalMap(normalize(fragPosition)); // Fetch color from texture map vec3 color = texture(equirectangularMap, uv).rgb; diff --git a/examples/models/resources/shaders/cubemap.vs b/examples/models/resources/shaders/cubemap.vs index 6e0bf4e10..5721eaa2c 100644 --- a/examples/models/resources/shaders/cubemap.vs +++ b/examples/models/resources/shaders/cubemap.vs @@ -16,12 +16,12 @@ uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) -out vec3 fragPos; +out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations - fragPos = vertexPosition; + fragPosition = vertexPosition; // Calculate final vertex position gl_Position = projection*view*vec4(vertexPosition, 1.0); diff --git a/examples/models/resources/shaders/skybox.fs b/examples/models/resources/shaders/skybox.fs index 0bd2f320c..053a2517e 100644 --- a/examples/models/resources/shaders/skybox.fs +++ b/examples/models/resources/shaders/skybox.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; @@ -20,7 +20,7 @@ out vec4 finalColor; void main() { // Fetch color from texture map - vec3 color = texture(environmentMap, fragPos).rgb; + vec3 color = texture(environmentMap, fragPosition).rgb; // Apply gamma correction color = color/(color + vec3(1.0)); diff --git a/examples/models/resources/shaders/skybox.vs b/examples/models/resources/shaders/skybox.vs index f40d615c7..dcbe6c3d7 100644 --- a/examples/models/resources/shaders/skybox.vs +++ b/examples/models/resources/shaders/skybox.vs @@ -16,12 +16,12 @@ uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) -out vec3 fragPos; +out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations - fragPos = vertexPosition; + fragPosition = vertexPosition; // Remove translation from the view matrix mat4 rotView = mat4(mat3(view)); diff --git a/games/transmission/transmission.c b/games/transmission/transmission.c index d4298e346..91ca28c1d 100644 --- a/games/transmission/transmission.c +++ b/games/transmission/transmission.c @@ -70,7 +70,7 @@ int main(void) SetMusicVolume(music, 1.0f); PlayMusicStream(music); - fontMission = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0); + fontMission = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 64, 0, 250); texButton = LoadTexture("resources/textures/title_ribbon.png"); // UI BUTTON diff --git a/src/rlgl.h b/src/rlgl.h index 5c14f9be0..8bee37a36 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -2968,7 +2968,7 @@ Matrix GetMatrixModelview() Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) { Texture2D cubemap = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader // Other locations should be setup externally in shader before calling the function @@ -2978,22 +2978,31 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0 #endif - // Setup framebuffer unsigned int fbo, rbo; glGenFramebuffers(1, &fbo); glGenRenderbuffers(1, &rbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); +#if defined(GRAPHICS_API_OPENGL_33) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); +#elif defined(GRAPHICS_API_OPENGL_ES2) + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); +#endif glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); // Set up cubemap to render and attach to framebuffer // NOTE: faces are stored with 16 bit floating point values glGenTextures(1, &cubemap.id); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + for (unsigned int i = 0; i < 6; i++) + { +#if defined(GRAPHICS_API_OPENGL_33) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); +#elif defined(GRAPHICS_API_OPENGL_ES2) + if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); +#endif + } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #if defined(GRAPHICS_API_OPENGL_33)