Working on web examples

Reorganizing folders
Review examples
Work on makefile and loader.html
This commit is contained in:
Ray 2017-04-09 23:46:47 +02:00
parent 8374460c39
commit f7bebf9861
421 changed files with 103013 additions and 524979 deletions

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#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
void main()
{
vec4 sum = vec4(0);
vec2 sizeFactor = vec2(1)/size*quality;
// Texel color fetching from texture sampler
vec4 source = texture2D(texture0, fragTexCoord);
const int range = 2; // should be = (samples - 1)/2;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
// Calculate final fragment color
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
}

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// NOTE: Default parameters for Oculus Rift DK2 device
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// The following two variables need to be set per eye
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
//vec2 tc = LensCenter + Scale*theta1;
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
vec2 tcBlue = LensCenter + Scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
// Do blue texture lookup
float blue = texture2D(texture0, tcBlue).b;
// Do green lookup (no scaling)
vec2 tcGreen = LensCenter + Scale*theta1;
float green = texture2D(texture0, tcGreen).g;
// Do red scale and lookup
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
vec2 tcRed = LensCenter + Scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
}

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
// Calculate final fragment color
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center;
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist)/radius;
float theta = percent*percent*angle*8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);;
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
void main()
{
vec4 sum = vec4(0);
vec2 sizeFactor = vec2(1)/size*quality;
// Texel color fetching from texture sampler
vec4 source = texture(texture0, fragTexCoord);
const int range = 2; // should be = (samples - 1)/2;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
// Calculate final fragment color
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; // Depth texture
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
float zNear = 0.01; // camera z near
float zFar = 10.0; // camera z far
float z = texture(texture0, fragTexCoord).x;
// Linearize depth value
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
// Calculate final fragment color
finalColor = vec4(depth, depth, depth, 1.0f);
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
// NOTE: Default parameters for Oculus Rift DK2 device
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// The following two variables need to be set per eye
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
//vec2 tc = LensCenter + Scale*theta1;
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
vec2 tcBlue = LensCenter + Scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
// Do blue texture lookup
float blue = texture(texture0, tcBlue).b;
// Do green lookup (no scaling)
vec2 tcGreen = LensCenter + Scale*theta1;
float green = texture(texture0, tcGreen).g;
// Do red scale and lookup
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
vec2 tcRed = LensCenter + Scale*thetaRed;
float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0);
}
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
// Calculate final fragment color
finalColor = vec4(gray, gray, gray, texelColor.a);
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist)/radius;
float theta = percent*percent*angle*8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable (adapted for HTML5 platform)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf; // OBJ model
Texture2D texture; // Model texture
Shader shader; // Postpro shader
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
int swirlCenterLoc;
float swirlCenter[2];
RenderTexture2D target;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
shader = LoadShader("resources/shaders/glsl100/base.vs",
"resources/shaders/glsl100/swirl.fs"); // Load postpro shader
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
swirlCenterLoc = GetShaderLocation(shader, "center");
swirlCenter[0] = (float)screenWidth/2;
swirlCenter[1] = (float)screenHeight/2;
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>raylib HTML5 GAME</title>
<meta name="title" content="raylib HTML5 GAME">
<meta name="description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width">
<!-- Facebook metatags for sharing -->
<meta property="og:title" content="raylib HTML5 GAME">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:url" content="http://www.raylib.com/games">
<meta property="og:site_name" content="raylib.com">
<meta property="og:description" content="New hmtl5 videogame, developed using raylib videogames library">
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@emegemegames">
<meta name="twitter:title" content="raylib HTML5 GAME">
<meta name="twitter:description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="twitter:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta name="twitter:url" content="http://www.raylib.com/img/raylib_logo.png">
<!--<link rel="stylesheet" href="./Koala Seasons by emegeme_files/main.css">-->
<link rel="shortcut icon" href="http://www.raylib.com/favicon.ico">
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
#header_part {
width: 100%;
height: 80px;
background-color: #888888;
}
#logo {
width:64px;
height:64px;
float:left;
position:relative;
margin:10px;
background-image:url(http://www.raylib.com/img/raylib_logo64x64.png);
}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; }
#emscripten_logo {
display: inline-block;
margin: 0;
}
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid black;
border-right: 5px solid black;
border-bottom: 5px solid black;
border-top: 5px solid red;
border-radius: 100%;
background-color: rgb(245, 245, 245);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#status {
display: inline-block;
vertical-align: top;
margin-top: 30px;
margin-left: 20px;
font-weight: bold;
color: rgb(40, 40, 40);
}
#progress {
height: 20px;
width: 30px;
}
#controls {
display: inline-block;
float: right;
vertical-align: top;
margin-top: 30px;
margin-right: 20px;
}
#output {
width: 100%;
height: 140px;
margin: 0 auto;
margin-top: 10px;
display: block;
background-color: black;
color: rgb(37, 174, 38);
font-family: 'Lucida Console', Monaco, monospace;
outline: none;
}
</style>
</head>
<body>
<div id="header_part">
<a id="logo" href="http://www.raylib.com"></a>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div>
<span id='controls'>
<span><input type="button" value="Fullscreen" onclick="Module.requestFullScreen(false, false)"></span>
</span>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<textarea id="output" rows="8"></textarea>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function(event) {
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
<script async type="text/javascript" src="shaders_custom_uniform.js"></script>
</body>
</html>

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to a 3d model (adapted for HTML5 platform)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf; // OBJ model
Texture2D texture; // Model texture
Shader shader; // Postpro shader
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
shader = LoadShader("resources/shaders/glsl100/base.vs",
"resources/shaders/glsl100/grayscale.fs"); // Load model shader
dwarf.material.shader = shader; // Set shader effect to 3d model
dwarf.material.texDiffuse = texture; // Bind texture to model
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>raylib HTML5 GAME</title>
<meta name="title" content="raylib HTML5 GAME">
<meta name="description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width">
<!-- Facebook metatags for sharing -->
<meta property="og:title" content="raylib HTML5 GAME">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:url" content="http://www.raylib.com/games">
<meta property="og:site_name" content="raylib.com">
<meta property="og:description" content="New hmtl5 videogame, developed using raylib videogames library">
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@emegemegames">
<meta name="twitter:title" content="raylib HTML5 GAME">
<meta name="twitter:description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="twitter:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta name="twitter:url" content="http://www.raylib.com/img/raylib_logo.png">
<!--<link rel="stylesheet" href="./Koala Seasons by emegeme_files/main.css">-->
<link rel="shortcut icon" href="http://www.raylib.com/favicon.ico">
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
#header_part {
width: 100%;
height: 80px;
background-color: #888888;
}
#logo {
width:64px;
height:64px;
float:left;
position:relative;
margin:10px;
background-image:url(http://www.raylib.com/img/raylib_logo64x64.png);
}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; }
#emscripten_logo {
display: inline-block;
margin: 0;
}
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid black;
border-right: 5px solid black;
border-bottom: 5px solid black;
border-top: 5px solid red;
border-radius: 100%;
background-color: rgb(245, 245, 245);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#status {
display: inline-block;
vertical-align: top;
margin-top: 30px;
margin-left: 20px;
font-weight: bold;
color: rgb(40, 40, 40);
}
#progress {
height: 20px;
width: 30px;
}
#controls {
display: inline-block;
float: right;
vertical-align: top;
margin-top: 30px;
margin-right: 20px;
}
#output {
width: 100%;
height: 140px;
margin: 0 auto;
margin-top: 10px;
display: block;
background-color: black;
color: rgb(37, 174, 38);
font-family: 'Lucida Console', Monaco, monospace;
outline: none;
}
</style>
</head>
<body>
<div id="header_part">
<a id="logo" href="http://www.raylib.com"></a>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div>
<span id='controls'>
<span><input type="button" value="Fullscreen" onclick="Module.requestFullScreen(false, false)"></span>
</span>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<textarea id="output" rows="8"></textarea>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function(event) {
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
<script async type="text/javascript" src="shaders_model_shader.js"></script>
</body>
</html>

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader to a scene (adapted for HTML5 platform)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf; // OBJ model
Texture2D texture; // Model texture
Shader shader; // Postpro shader
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
RenderTexture2D target;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
shader = LoadShader("resources/shaders/glsl100/base.vs",
"resources/shaders/glsl100/bloom.fs"); // Load postpro shader
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>raylib HTML5 GAME</title>
<meta name="title" content="raylib HTML5 GAME">
<meta name="description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width">
<!-- Facebook metatags for sharing -->
<meta property="og:title" content="raylib HTML5 GAME">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:url" content="http://www.raylib.com/games">
<meta property="og:site_name" content="raylib.com">
<meta property="og:description" content="New hmtl5 videogame, developed using raylib videogames library">
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@emegemegames">
<meta name="twitter:title" content="raylib HTML5 GAME">
<meta name="twitter:description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="twitter:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta name="twitter:url" content="http://www.raylib.com/img/raylib_logo.png">
<!--<link rel="stylesheet" href="./Koala Seasons by emegeme_files/main.css">-->
<link rel="shortcut icon" href="http://www.raylib.com/favicon.ico">
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
#header_part {
width: 100%;
height: 80px;
background-color: #888888;
}
#logo {
width:64px;
height:64px;
float:left;
position:relative;
margin:10px;
background-image:url(http://www.raylib.com/img/raylib_logo64x64.png);
}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; }
#emscripten_logo {
display: inline-block;
margin: 0;
}
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid black;
border-right: 5px solid black;
border-bottom: 5px solid black;
border-top: 5px solid red;
border-radius: 100%;
background-color: rgb(245, 245, 245);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#status {
display: inline-block;
vertical-align: top;
margin-top: 30px;
margin-left: 20px;
font-weight: bold;
color: rgb(40, 40, 40);
}
#progress {
height: 20px;
width: 30px;
}
#controls {
display: inline-block;
float: right;
vertical-align: top;
margin-top: 30px;
margin-right: 20px;
}
#output {
width: 100%;
height: 140px;
margin: 0 auto;
margin-top: 10px;
display: block;
background-color: black;
color: rgb(37, 174, 38);
font-family: 'Lucida Console', Monaco, monospace;
outline: none;
}
</style>
</head>
<body>
<div id="header_part">
<a id="logo" href="http://www.raylib.com"></a>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div>
<span id='controls'>
<span><input type="button" value="Fullscreen" onclick="Module.requestFullScreen(false, false)"></span>
</span>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<textarea id="output" rows="8"></textarea>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function(event) {
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
<script async type="text/javascript" src="shaders_postprocessing.js"></script>
</body>
</html>

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/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to some shape or texture (adapted for HTML5 platform)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
Texture2D sonic;
Shader shader;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
sonic = LoadTexture("resources/texture_formats/sonic.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
shader = LoadShader("resources/shaders/glsl100/base.vs",
"resources/shaders/glsl100/grayscale.fs");
// Shader usage is also different than models/postprocessing, shader is just activated when required
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(sonic); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
DrawCircle(80, 120, 35, DARKBLUE);
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(80, 340, 80, DARKBLUE);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
DrawTriangle((Vector2){430, 80},
(Vector2){430 - 60, 150},
(Vector2){430 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){430, 160},
(Vector2){430 - 20, 230},
(Vector2){430 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}

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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>raylib HTML5 GAME</title>
<meta name="title" content="raylib HTML5 GAME">
<meta name="description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width">
<!-- Facebook metatags for sharing -->
<meta property="og:title" content="raylib HTML5 GAME">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta property="og:url" content="http://www.raylib.com/games">
<meta property="og:site_name" content="raylib.com">
<meta property="og:description" content="New hmtl5 videogame, developed using raylib videogames library">
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@emegemegames">
<meta name="twitter:title" content="raylib HTML5 GAME">
<meta name="twitter:description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="twitter:image" content="http://www.raylib.com/img/raylib_logo.png">
<meta name="twitter:url" content="http://www.raylib.com/img/raylib_logo.png">
<!--<link rel="stylesheet" href="./Koala Seasons by emegeme_files/main.css">-->
<link rel="shortcut icon" href="http://www.raylib.com/favicon.ico">
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
#header_part {
width: 100%;
height: 80px;
background-color: #888888;
}
#logo {
width:64px;
height:64px;
float:left;
position:relative;
margin:10px;
background-image:url(http://www.raylib.com/img/raylib_logo64x64.png);
}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; }
#emscripten_logo {
display: inline-block;
margin: 0;
}
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid black;
border-right: 5px solid black;
border-bottom: 5px solid black;
border-top: 5px solid red;
border-radius: 100%;
background-color: rgb(245, 245, 245);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#status {
display: inline-block;
vertical-align: top;
margin-top: 30px;
margin-left: 20px;
font-weight: bold;
color: rgb(40, 40, 40);
}
#progress {
height: 20px;
width: 30px;
}
#controls {
display: inline-block;
float: right;
vertical-align: top;
margin-top: 30px;
margin-right: 20px;
}
#output {
width: 100%;
height: 140px;
margin: 0 auto;
margin-top: 10px;
display: block;
background-color: black;
color: rgb(37, 174, 38);
font-family: 'Lucida Console', Monaco, monospace;
outline: none;
}
</style>
</head>
<body>
<div id="header_part">
<a id="logo" href="http://www.raylib.com"></a>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div>
<span id='controls'>
<span><input type="button" value="Fullscreen" onclick="Module.requestFullScreen(false, false)"></span>
</span>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<textarea id="output" rows="8"></textarea>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function(event) {
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
<script async type="text/javascript" src="shaders_shapes_textures.js"></script>
</body>
</html>

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