From 7bf6a712ccb4abe059bcbb739664ac1cadcf0b22 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 5 Feb 2017 03:15:43 +0100 Subject: Remove rlua from raylib main repo Moved to own repo at https://github.com/raysan5/raylib-lua --- examples/shaders_custom_uniform.lua | 113 ------------------------------------ 1 file changed, 113 deletions(-) delete mode 100644 examples/shaders_custom_uniform.lua (limited to 'examples/shaders_custom_uniform.lua') diff --git a/examples/shaders_custom_uniform.lua b/examples/shaders_custom_uniform.lua deleted file mode 100644 index dafd3b84..00000000 --- a/examples/shaders_custom_uniform.lua +++ /dev/null @@ -1,113 +0,0 @@ -------------------------------------------------------------------------------------------- --- --- raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable --- --- 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 - custom uniform variable") - --- 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/swirl.fs") -- Load postpro shader - --- Get variable (uniform) location on the shader to connect with the program --- NOTE: If uniform variable could not be found in the shader, function returns -1 -local swirlCenterLoc = GetShaderLocation(shader, "center") - -local swirlCenter = { screenWidth/2, screenHeight/2 } - --- 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 - --------------------------------------------------------------------------------------- - local mousePosition = GetMousePosition() - - swirlCenter[1] = mousePosition.x - swirlCenter[2] = screenHeight - mousePosition.y - - -- Send new value to the shader to be used on drawing - SetShaderValue(shader, swirlCenterLoc, swirlCenter) - - 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("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, 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, GRAY) - - 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 -- cgit v1.2.3