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2019-10-26updated RayMarching Demo (#997)Industrious Nomad
* Removed Unused Uniforms uniform vec3 viewUp; uniform float deltaTime; * Removed Unused uniforms uniform vec3 viewUp; uniform float deltaTime; * 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. * Closer Match to original code * Removed the PLATFORM_DESKTOP Define
2019-09-22Example renamedRay
2019-09-22Review PR and commentsRay
2019-09-22contributed simple shader example (#973)chriscamacho
Contributed simple shader example
2019-08-19new example: shaders_fogRay
2019-08-03Replace tabs with spaces and update year of copyright notices (#927)Leandro Gabriel
* Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces
2019-06-14ADDED: shaders_basic_lightingRay
2019-05-27Review variables initializationRay
2019-05-20Review ALL examplesRay
2019-05-18TweaksRay
2019-05-17examples reviewRay
2019-05-16new example: shaders_eratosthenesRay
Contributed by ProfJski
2019-05-16Review shader to use provided texture coordinatesRay
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
2019-05-16Review shaders for GLSL 100Ray
2019-05-15Ammended comment.eggmund
Also changed path to shader back to what it was originally.
2019-05-15Updating julia set example.eggmund
Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
2019-05-15Update example!Ray
2019-05-15Update shaders_julia_set.cRay
2019-05-15Update shaders_julia_set.cRay
2019-05-14examples reviewRay
Redesigns, deletes and renames Also noted authors propertly on contributed examples
2019-05-14Some example tweaksRay
2019-05-14Merge branch 'master' of https://github.com/raysan5/raylibRay
2019-05-14new examples: shaders_texture_wavesRay
2019-05-12Fixed another small comment errorhmmmmmmmm
2019-05-12Fixed small error in commentseggmund
2019-05-12Added julia set shader example.eggmund
2019-05-06Example reviewRay
2019-04-11new example: shaders_texture_drawingRay
2019-03-29Review models examplesRay
2019-01-19Review window titleraysan5
2019-01-10WARNING: Redesigned SetShaderValue()Ray
2019-01-09Limiting FPS to 60 for uniformity with other examples.Marco Lizza
2019-01-09Adding basic palette-switching example using uniform arrays.Marco Lizza
2018-12-20Some tweaksRay
2018-12-20new example: shaders_raymarchingRay
2018-12-18Reviewed some examples to work on RPIRay
2018-11-19Review RenderTexture drawing usageRay
Now `BeginTextureMode()` does not clean buffers automatically, that behaviour has been changed because there could be some case (i.e. painting software) where texture buffer does not ned to be cleared; user is responsible of clearing buffers using `ClearBackground()`
2018-07-21Convert window render sizes to floatsJess Peter
GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build. It's not a super important change, but I came across it while playing with the examples on my pi.
2018-06-30Reviewed models and examplesRay
2018-06-21Removed dwarf 3d modelRay
Replaced by medieval 3d assets
2018-05-04Renamed some functionsRay San
- Renamed Begin3dMode() --> BeginMode3D() - Renamed Begin2dMode() --> BeginMode2D() - Renamed End3dMode() --> EndMode3D() - Renamed End2dMode() --> EndMode2D()
2018-04-11Review camera definition on examplesRay San
2017-11-12Review default shaders usage on loadingraysan5
2017-11-09Store the default shadersWilhem Barbier
2017-11-06Review GLSL 120 shadersRay San
Not tested, could have errors
2017-11-05Uploaded shaders for GLSL 120Ray
2017-10-20Some examples code tweaksRay
2017-10-14Corrected issues on examplesraysan5
2017-08-25Renamed modelviewprojection matrixraysan5
2017-07-21Adapt to new materials systemraysan5