shaders-vertex_displacement init
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@ -608,7 +608,8 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement
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AUDIO = \
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AUDIO = \
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audio/audio_mixed_processor \
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audio/audio_mixed_processor \
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@ -476,7 +476,8 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement \
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AUDIO = \
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AUDIO = \
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audio/audio_mixed_processor \
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audio/audio_mixed_processor \
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@ -0,0 +1,43 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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uniform float time;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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float perlinNoise(vec2 p);
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void main()
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{
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float height = perlinNoise(vertexTexCoord + vec2(time, time) * 0.01);
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vec3 displacedPosition = vertexPosition + vec3(0.0, height*2.0, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(displacedPosition, 1.0);
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}
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float perlinNoise(vec2 p) {
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// Implement or call your Perlin noise function here
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// This is a placeholder function
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return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);
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}
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104
examples/shaders/shaders_vertex_displacement.c
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104
examples/shaders/shaders_vertex_displacement.c
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@ -0,0 +1,104 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Basic window
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
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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) 2023 <user_name> (@<user_github>)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.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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//------------------------------------------------------------------------------------
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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 = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
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Camera camera = {0};
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camera.position = (Vector3) {10.0f, 10.0f, 0.0f};
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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 = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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Mesh planeMesh = GenMeshPlane(30, 30, 30, 30);
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Model planeModel = LoadModelFromMesh(planeMesh);
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Shader shader = LoadShader(
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TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)
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);
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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Light light = CreateLight(LIGHT_DIRECTIONAL, (Vector3){-10.0f, 10.0f, 10.0f}, Vector3Zero(), WHITE, shader);
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planeModel.materials[0].shader = shader;
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float time = 0.0f;
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SetTargetFPS(60);
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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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UpdateCamera(&camera, CAMERA_FREE);
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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time += GetFrameTime();
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SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {1, 34, 47, 255});
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EndMode3D();
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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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UnloadShader(shader);
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UnloadModel(planeModel);
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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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