diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index 99ee71fbf..46a8a98ea 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -477,7 +477,7 @@ SHADERS = \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth \
- shaders/shaders_vertex_displacement \
+ shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_mixed_processor \
diff --git a/examples/README.md b/examples/README.md
index d790f7d84..317f43c89 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -178,6 +178,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) |
| ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) |
| ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) |
| ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
+| 118 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) |
| ⭐️☆☆☆ | 1.5 | 1.5 | [Alex ZH](https://github.com/ZzzhHe) |
### category: audio
@@ -185,10 +186,10 @@ Examples using raylib audio functionality, including sound/music loading and pla
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
-| 118 | [audio_module_playing](audio/audio_module_playing.c) |
| ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
-| 119 | [audio_music_stream](audio/audio_music_stream.c) |
| ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
-| 120 | [audio_raw_stream](audio/audio_raw_stream.c) |
| ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
-| 121 | [audio_sound_loading](audio/audio_sound_loading.c) |
| ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
+| 119 | [audio_module_playing](audio/audio_module_playing.c) |
| ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
+| 120 | [audio_music_stream](audio/audio_music_stream.c) |
| ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
+| 121 | [audio_raw_stream](audio/audio_raw_stream.c) |
| ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
+| 122 | [audio_sound_loading](audio/audio_sound_loading.c) |
| ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
### category: others
@@ -196,11 +197,11 @@ Examples showing raylib misc functionality that does not fit in other categories
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
-| 122 | [rlgl_standalone](others/rlgl_standalone.c) |
| ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
-| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) |
| ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
-| 124 | [easings_testbed](others/easings_testbed.c) |
| ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
-| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) |
| ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
-| 126 | [embedded_files_loading](others/embedded_files_loading.c) |
| ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
+| 123 | [rlgl_standalone](others/rlgl_standalone.c) |
| ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
+| 124 | [rlgl_compute_shader](others/rlgl_compute_shader.c) |
| ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
+| 125 | [easings_testbed](others/easings_testbed.c) |
| ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
+| 126 | [raylib_opengl_interop](others/raylib_opengl_interop.c) |
| ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
+| 127 | [embedded_files_loading](others/embedded_files_loading.c) |
| ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
diff --git a/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs b/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs
index b78f5897a..8489b4b9e 100644
--- a/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs
+++ b/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs
@@ -13,5 +13,6 @@ void main()
{
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
+ // interplate between two colors based on height
finalColor = mix(darkblue, lightblue, height);
}
\ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs b/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs
index 396f39069..73cf16109 100644
--- a/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs
+++ b/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs
@@ -23,19 +23,23 @@ out float height;
void main()
{
- vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3) * 0.5 + 0.5;
+ // Calculate animated texture coordinates based on time and vertex position
+ vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
- // Fetch displacement from the displacement map and amplify it
+ // Normalize animated texture coordinates to range [0, 1]
+ animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
+
+ // Fetch displacement from the perlin noise map
float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
- // Combine displacement and wave motion
+ // Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
- height = displacedPosition.y * 0.2;
+ height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp*vec4(displacedPosition , 1.0);
diff --git a/examples/shaders/shaders_vertex_displacement.c b/examples/shaders/shaders_vertex_displacement.c
index c12ff2b19..f9d65c9d0 100644
--- a/examples/shaders/shaders_vertex_displacement.c
+++ b/examples/shaders/shaders_vertex_displacement.c
@@ -2,14 +2,14 @@
*
* raylib [core] example - Basic window
*
-* Example originally created with raylib 4.5, last time updated with raylib 4.5
+* Example originally created with raylib 5.0, last time updated with raylib 4.5
*
-* Example contributed by (@) and reviewed by Ramon Santamaria (@raysan5)
+* Example contributed by (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
-* Copyright (c) 2023 (@)
+* Copyright (c) 2023 (@ZzzhHe)
*
********************************************************************************************/
@@ -40,6 +40,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
+ // set up camera
Camera camera = {0};
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
@@ -47,29 +48,28 @@ int main(void)
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
- Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
- Model planeModel = LoadModelFromMesh(planeMesh);
-
+ // Load vertex and fragment shaders
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)
);
- shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
-
- int ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
+ // Load perlin noise texture
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
UnloadImage(perlinNoiseImage);
+ // Set shader uniform location
int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
rlEnableShader(shader.id);
rlActiveTextureSlot(1);
rlEnableTexture(perlinNoiseMap.id);
rlSetUniformSampler(perlinNoiseMapLoc, 1);
-
+ // Create a plane mesh and model
+ Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
+ Model planeModel = LoadModelFromMesh(planeMesh);
+ // Set plane model material
planeModel.materials[0].shader = shader;
float time = 0.0f;
@@ -81,13 +81,11 @@ int main(void)
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
- UpdateCamera(&camera, CAMERA_FREE);
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_FREE); // Update camera
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-
- time += GetFrameTime();
- SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT);
+ time += GetFrameTime(); // Update time variable
+ SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
// Draw
//----------------------------------------------------------------------------------
@@ -98,12 +96,13 @@ int main(void)
BeginMode3D(camera);
BeginShaderMode(shader);
+ // Draw plane model
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
EndShaderMode();
EndMode3D();
- DrawText("Displacement mapping", 10, 10, 20, DARKGRAY);
+ DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
DrawFPS(10, 40);
EndDrawing();
diff --git a/examples/shaders/shaders_vertex_displacement.png b/examples/shaders/shaders_vertex_displacement.png
new file mode 100644
index 000000000..e7acf5c65
Binary files /dev/null and b/examples/shaders/shaders_vertex_displacement.png differ