Updated Source
Added - #define PLATFORM_DESKTOP line for desktop users.
This now will correctly find the proper glsl version for the raymarching.fs file.
Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
They were never used and they were triggering a log warning.
Removed - The const from both screenWidth and screenHeight.
Now they can be used to update the shader resolution when screen is resized.
NOTE : This is a quick fix and probably not the best idea.
Added - IsWindowResized() to check if screen is resized.
If window is resized then width, height and shader resolution are updated.
Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.
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@ -18,6 +18,8 @@
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#include "raylib.h"
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#include "raylib.h"
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#define PLATFORM_DESKTOP // comment this out if you are not compiling this for desktop.
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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@ -28,9 +30,10 @@ int main(void)
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{
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{
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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int screenWidth = 800;
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const int screenHeight = 450;
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int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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Camera camera = { 0 };
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Camera camera = { 0 };
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@ -48,29 +51,36 @@ int main(void)
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// Get shader locations for required uniforms
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int viewUpLoc = GetShaderLocation(shader, "viewUp");
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int deltaTimeLoc = GetShaderLocation(shader, "deltaTime");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float resolution[2] = { screenWidth, screenHeight };
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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float runTime = 0.0f;
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float runTime = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Check if screen is resized
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//----------------------------------------------------------------------------------
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if(IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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}
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera); // Update camera
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
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float deltaTime = GetFrameTime();
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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runTime += deltaTime;
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@ -78,8 +88,6 @@ int main(void)
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// Set shader required uniform values
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// Set shader required uniform values
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SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
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SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
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SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
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SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -92,10 +100,10 @@ int main(void)
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// We only draw a white full-screen rectangle,
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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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// frame is generated in shader using raymarching
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BeginShaderMode(shader);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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DrawRectangle(0, 0, screenWidth, screenHeight, RAYWHITE);
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EndShaderMode();
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EndShaderMode();
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DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY);
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DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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