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authorvictorfisac <victorfisac@gmail.com>2016-03-16 12:40:08 +0100
committervictorfisac <victorfisac@gmail.com>2016-03-16 12:40:08 +0100
commitd72849409982266b99dd00741bf807ef10ba3c6c (patch)
tree86098d3d7f0254712ed2fa9f64d43ab98fc54ce3 /examples
parent78e4772f21cda45c219ce88a713708b6b0680e8f (diff)
parent5bcda7bf1526c40f605de3abcde4fd10d81c6cc5 (diff)
downloadraylib-d72849409982266b99dd00741bf807ef10ba3c6c.tar.gz
raylib-d72849409982266b99dd00741bf807ef10ba3c6c.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile (renamed from examples/makefile)85
-rw-r--r--examples/core_2d_camera.c71
-rw-r--r--examples/core_3d_camera_first_person.c3
-rw-r--r--examples/core_3d_camera_free.c2
-rw-r--r--examples/core_3d_mode.c1
-rw-r--r--examples/core_3d_picking.c6
-rw-r--r--examples/core_world_screen.c3
-rw-r--r--examples/models_billboard.c3
-rw-r--r--examples/models_box_collisions.c42
-rw-r--r--examples/models_cubicmap.c3
-rw-r--r--examples/models_geometric_shapes.c2
-rw-r--r--examples/models_heightmap.c2
-rw-r--r--examples/models_obj_loading.c2
-rw-r--r--examples/shaders_basic_lighting.c2
-rw-r--r--examples/shaders_custom_uniform.c2
-rw-r--r--examples/shaders_model_shader.c2
-rw-r--r--examples/shaders_postprocessing.c2
17 files changed, 174 insertions, 59 deletions
diff --git a/examples/makefile b/examples/Makefile
index 2a9e88ba..e62488ae 100644
--- a/examples/makefile
+++ b/examples/Makefile
@@ -79,31 +79,65 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES = -I. -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-else
- INCLUDES = -I. -I../src
-# external libraries headers
-# GLFW3
- INCLUDES += -I../external/glfw3/include
-# GLEW - Not required any more, replaced by GLAD
- #INCLUDES += -I../external/glew/include
-# OpenAL Soft
- INCLUDES += -I../external/openal_soft/include
+ INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ # add standard directories for GNU/Linux
+ ifeq ($(PLATFORM_OS),LINUX)
+ INCLUDES = -I. -I../src -I/usr/local/include/raylib/
+ else
+ INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
+ # external libraries headers
+ # GLFW3
+ INCLUDES += -I../../external/glfw3/include
+ # GLEW - Not required any more, replaced by GLAD
+ #INCLUDES += -I../external/glew/include
+ # OpenAL Soft
+ INCLUDES += -I../../external/openal_soft/include
+ endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS = -L. -L../src -L/opt/vc/lib
-else
- LFLAGS = -L. -L../src
-# external libraries to link with
-# GLFW3
- LFLAGS += -L../external/glfw3/lib/$(LIBPATH)
- ifneq ($(PLATFORM_OS),OSX)
- # OpenAL Soft
- LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
- # GLEW - Not required any more, replaced by GLAD
- #LFLAGS += -L../external/glew/lib/$(LIBPATH)
+ LFLAGS = -L. -L../../src -L/opt/vc/lib
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ # add standard directories for GNU/Linux
+ ifeq ($(PLATFORM_OS),LINUX)
+ LFLAGS = -L. -L../../src
+ else
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ # external libraries to link with
+ # GLFW3
+ LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
+ ifneq ($(PLATFORM_OS),OSX)
+ # OpenAL Soft
+ LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
+ # GLEW: Not used, replaced by GLAD
+ #LFLAGS += -L../../external/glew/lib/$(LIBPATH)
+ endif
+ endif
+endif
+
+# define library paths containing required libs
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LFLAGS = -L. -L../../src -L/opt/vc/lib
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ # add standard directories for GNU/Linux
+ ifeq ($(PLATFORM_OS),LINUX)
+ LFLAGS = -L. -L../../src
+ else
+ LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ # external libraries to link with
+ # GLFW3
+ LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
+ ifneq ($(PLATFORM_OS),OSX)
+ # OpenAL Soft
+ LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
+ # GLEW
+ LFLAGS += -L../../external/glew/lib/$(LIBPATH)
+ endif
endif
endif
@@ -114,9 +148,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
- # on XWindow could require also below libraries, just uncomment
- #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
+ -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -202,9 +235,9 @@ EXAMPLES = \
fix_dylib \
-# typing 'make' will invoke the first target entry in the file,
+# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is raylib
-default: examples
+all: examples
# compile all examples
examples: $(EXAMPLES)
diff --git a/examples/core_2d_camera.c b/examples/core_2d_camera.c
new file mode 100644
index 00000000..71c474f0
--- /dev/null
+++ b/examples/core_2d_camera.c
@@ -0,0 +1,71 @@
+/*******************************************************************************************
+*
+* raylib [core] example - 2d camera
+*
+* This example has been created using raylib 1.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
+
+ Camera2D camera;
+
+ camera.position = (Vector2){ 0, 0 };
+ camera.origin = (Vector2){ 100, 100 };
+ camera.rotation = 0.0f;
+ camera.zoom = 1.0f;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
+ else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
+ else if (IsKeyDown(KEY_UP)) camera.position.y++;
+ else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
+
+ if (IsKeyDown(KEY_R)) camera.rotation--;
+ else if (IsKeyDown(KEY_F)) camera.rotation++;
+
+ if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
+ if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawingEx(camera);
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
+
+ DrawRectangle(0, 300, screenWidth, 50, GRAY);
+ DrawRectangle(400, 250, 40, 40, RED);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c
index 2b8dc7fc..16d388df 100644
--- a/examples/core_3d_camera_first_person.c
+++ b/examples/core_3d_camera_first_person.c
@@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns
float heights[MAX_COLUMNS];
@@ -40,6 +40,7 @@ int main()
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c
index 4b45373d..234c46b3 100644
--- a/examples/core_3d_camera_free.c
+++ b/examples/core_3d_camera_free.c
@@ -25,12 +25,14 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/core_3d_mode.c b/examples/core_3d_mode.c
index 7be5dd45..5f761655 100644
--- a/examples/core_3d_mode.c
+++ b/examples/core_3d_mode.c
@@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c
index fdf77030..33eaed8a 100644
--- a/examples/core_3d_picking.c
+++ b/examples/core_3d_picking.c
@@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
@@ -35,6 +36,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -53,8 +55,8 @@ int main()
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
- (Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
- (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
+ (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+ (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------
diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c
index b70b40dd..d89a296b 100644
--- a/examples/core_world_screen.c
+++ b/examples/core_world_screen.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
@@ -30,6 +30,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models_billboard.c b/examples/models_billboard.c
index bac42d35..654b3618 100644
--- a/examples/models_billboard.c
+++ b/examples/models_billboard.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
- Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
@@ -29,6 +29,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models_box_collisions.c b/examples/models_box_collisions.c
index 3751041f..69cec418 100644
--- a/examples/models_box_collisions.c
+++ b/examples/models_box_collisions.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
@@ -53,27 +53,29 @@ int main()
collision = false;
// Check collisions player vs enemy-box
- if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
- playerPosition.y - playerSize.y/2,
- playerPosition.z - playerSize.z/2 },
- (Vector3){ playerPosition.x + playerSize.x/2,
- playerPosition.y + playerSize.y/2,
- playerPosition.z + playerSize.z/2 },
- (Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
- enemyBoxPos.y - enemyBoxSize.y/2,
- enemyBoxPos.z - enemyBoxSize.z/2 },
- (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
- enemyBoxPos.y + enemyBoxSize.y/2,
- enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
+ if (CheckCollisionBoxes(
+ (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
+ playerPosition.y - playerSize.y/2,
+ playerPosition.z - playerSize.z/2 },
+ (Vector3){ playerPosition.x + playerSize.x/2,
+ playerPosition.y + playerSize.y/2,
+ playerPosition.z + playerSize.z/2 }},
+ (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
+ enemyBoxPos.y - enemyBoxSize.y/2,
+ enemyBoxPos.z - enemyBoxSize.z/2 },
+ (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
+ enemyBoxPos.y + enemyBoxSize.y/2,
+ enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere
- if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
- playerPosition.y - playerSize.y/2,
- playerPosition.z - playerSize.z/2 },
- (Vector3){ playerPosition.x + playerSize.x/2,
- playerPosition.y + playerSize.y/2,
- playerPosition.z + playerSize.z/2 },
- enemySpherePos, enemySphereSize)) collision = true;
+ if (CheckCollisionBoxSphere(
+ (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
+ playerPosition.y - playerSize.y/2,
+ playerPosition.z - playerSize.z/2 },
+ (Vector3){ playerPosition.x + playerSize.x/2,
+ playerPosition.y + playerSize.y/2,
+ playerPosition.z + playerSize.z/2 }},
+ enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED;
else playerColor = GREEN;
diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c
index e2a902ef..1ca27dfd 100644
--- a/examples/models_cubicmap.c
+++ b/examples/models_cubicmap.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
- Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@@ -37,6 +37,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
+ SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models_geometric_shapes.c b/examples/models_geometric_shapes.c
index 9ea5b423..a13a1f3b 100644
--- a/examples/models_geometric_shapes.c
+++ b/examples/models_geometric_shapes.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c
index f1da3301..c8e5ff35 100644
--- a/examples/models_heightmap.c
+++ b/examples/models_heightmap.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
- Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c
index 41f4569a..e8dd0adc 100644
--- a/examples/models_obj_loading.c
+++ b/examples/models_obj_loading.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// 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 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c
index 84bd1af4..18aea8e1 100644
--- a/examples/shaders_basic_lighting.c
+++ b/examples/shaders_basic_lighting.c
@@ -36,7 +36,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
- Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+ Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c
index 0377cfff..ecfbaa71 100644
--- a/examples/shaders_custom_uniform.c
+++ b/examples/shaders_custom_uniform.c
@@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// 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 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c
index 5d8c3711..a10ec235 100644
--- a/examples/shaders_model_shader.c
+++ b/examples/shaders_model_shader.c
@@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// 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 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c
index 0f851658..44829648 100644
--- a/examples/shaders_postprocessing.c
+++ b/examples/shaders_postprocessing.c
@@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// 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 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture