Light property functions and basic light example.
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@@ -47,7 +47,7 @@ end
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-- Raygui.
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Raygui = {
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local Raygui = {
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RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24,
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elements = {},
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@@ -64,6 +64,9 @@ function Raygui.process()
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return
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end
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-- Focused is 0 if not over any element.
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Raygui.focused = 0
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for i = #Raygui.elements, 1, -1 do
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local element = Raygui.elements[i]
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25
examples/resources/shaders/glsl330/base.fs
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25
examples/resources/shaders/glsl330/base.fs
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@@ -0,0 +1,25 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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finalColor = texelColor*colDiffuse;
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}
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26
examples/resources/shaders/glsl330/base.vs
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26
examples/resources/shaders/glsl330/base.vs
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@@ -0,0 +1,26 @@
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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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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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32
examples/resources/shaders/glsl330/lighting.vs
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32
examples/resources/shaders/glsl330/lighting.vs
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@@ -0,0 +1,32 @@
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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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// 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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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(vertexPosition, 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(vertexPosition, 1.0);
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}
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