Merge branch 'raysan5:master' into master
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commit
89554a1b11
10 changed files with 784 additions and 30 deletions
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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uniform sampler2D depthTexture;
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uniform bool flipY;
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// NOTE: Add your custom variables here
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float nearPlane = 0.1;
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float farPlane = 100.0;
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// Function to linearize depth from non-linear depth buffer
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float linearizeDepth(float depth)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
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}
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void main()
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture2D(texture0, fragTexCoord).x;
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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// Sample depth texture
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float depth = texture2D(depthTexture, texCoord).r;
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// Calculate final fragment color
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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// Linearize depth
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float linearDepth = linearizeDepth(depth);
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// Output final color
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gl_FragColor = vec4(vec3(linearDepth), 1.0);
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}
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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; // Depth texture
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uniform vec4 colDiffuse;
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uniform sampler2D depthTexture;
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uniform bool flipY;
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const float nearPlane = 0.1;
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const float farPlane = 100.0;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add your custom variables here
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// Linearizes the depth buffer value
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float linearizeDepth(float depth)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
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}
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void main()
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture(texture0, fragTexCoord).x;
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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// Sample depth
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float depth = texture(depthTexture, texCoord).r;
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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float linearDepth = linearizeDepth(depth);
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// Calculate final fragment color
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finalColor = vec4(depth, depth, depth, 1.0);
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// Output final color
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finalColor = vec4(vec3(linearDepth), 1.0);
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}
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159
examples/shaders/shaders_view_depth.c
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159
examples/shaders/shaders_view_depth.c
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/*******************************************************************************************
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*
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* raylib [shader] example - render depth texture
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Luís Almeida (@luis605)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Luís Almeida (@luis605)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 600;
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InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
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// Load camera
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load an empty render texture with a depth texture
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RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
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// Load depth shader and get depth texture shader location
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
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int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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// Load models
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(WHITE);
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BeginMode3D(camera);
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DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
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EndMode3D();
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EndTextureMode();
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BeginDrawing();
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BeginShaderMode(depthShader);
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SetShaderValueTexture(depthShader, depthLoc, target.depth);
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DrawTexture(target.depth, 0, 0, WHITE);
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EndShaderMode();
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DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 320, 93, BLUE);
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DrawText("Camera Controls:", 20, 20, 10, BLACK);
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DrawText("- WASD to move", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
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DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(cube); // Unload model
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UnloadModel(floor); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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UnloadShader(depthShader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
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{
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RenderTexture2D target = {0};
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target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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if (target.id > 0)
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{
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rlEnableFramebuffer(target.id);
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// Create color texture (default to RGBA)
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target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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target.texture.width = width;
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target.texture.height = height;
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target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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target.texture.mipmaps = 1;
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// Create depth texture
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target.depth.id = rlLoadTextureDepth(width, height, false);
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB
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target.depth.mipmaps = 1;
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// Attach color texture and depth texture to FBO
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rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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// Check if fbo is complete with attachments (valid)
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if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
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rlDisableFramebuffer();
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}
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else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
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return target;
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}
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BIN
examples/shaders/shaders_view_depth.png
Normal file
BIN
examples/shaders/shaders_view_depth.png
Normal file
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