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authorraysan5 <raysan5@gmail.com>2017-02-05 03:15:43 +0100
committerraysan5 <raysan5@gmail.com>2017-02-05 03:15:43 +0100
commit7bf6a712ccb4abe059bcbb739664ac1cadcf0b22 (patch)
treedddba3a635492f291dcaf8cfacefbbb84f995101 /examples/shaders_postprocessing.lua
parentc4bd214cf07c68476c4ce972766c24ee54a982f6 (diff)
downloadraylib-7bf6a712ccb4abe059bcbb739664ac1cadcf0b22.tar.gz
raylib-7bf6a712ccb4abe059bcbb739664ac1cadcf0b22.zip
Remove rlua from raylib main repo
Moved to own repo at https://github.com/raysan5/raylib-lua
Diffstat (limited to 'examples/shaders_postprocessing.lua')
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diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua
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--------------------------------------------------------------------------------------------
---
--- raylib [shaders] example - Apply a postprocessing shader to a scene
---
--- 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 1.6 (www.raylib.com)
--- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
---
--- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
---
--------------------------------------------------------------------------------------------
-
--- Initialization
--------------------------------------------------------------------------------------------
-local screenWidth = 800
-local screenHeight = 450
-
-SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
-
-InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
-
--- Define the camera to look into our 3d world
-local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
-
-local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
-local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
-dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
-
-local position = Vector3(0.0, 0.0, 0.0) -- Set model position
-
-local shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/bloom.fs") -- Load postpro shader
-
--- Create a RenderTexture2D to be used for render to texture
-local target = LoadRenderTexture(screenWidth, screenHeight)
-
--- Setup orbital camera
-SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
-
-SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
--------------------------------------------------------------------------------------------
-
--- Main game loop
-while not WindowShouldClose() do -- Detect window close button or ESC key
- -- Update
- ---------------------------------------------------------------------------------------
- camera = UpdateCamera(camera) -- Update camera
- ---------------------------------------------------------------------------------------
-
- -- Draw
- ---------------------------------------------------------------------------------------
- BeginDrawing()
-
- ClearBackground(RAYWHITE)
-
- BeginTextureMode(target) -- Enable drawing to texture
-
- Begin3dMode(camera)
-
- DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
-
- DrawGrid(10, 1.0) -- 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()
- ---------------------------------------------------------------------------------------
-end
-
--- De-Initialization
--------------------------------------------------------------------------------------------
-UnloadShader(shader) -- Unload shader
-UnloadTexture(texture) -- Unload texture
-UnloadModel(dwarf) -- Unload model
-UnloadRenderTexture(target) -- Unload render texture
-
-CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------- \ No newline at end of file