cel shading
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//! raylib [shaders] example - cel shading
//!
//! Zig-API translation of examples/shaders/shaders_cel_shading.c (raylib 6.2).
//! Example contributed by Gleb A (@ggrizzly) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2026 Gleb A (@ggrizzly)
const std = @import("std");
const rl = @import("raylib");
const rlights = @import("rlights");
const glsl_version = 330;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .msaa_4x_hint = true });
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - cel shading");
defer rl.closeWindow();
var camera: rl.Camera = .{
.position = .{ .x = 9.0, .y = 6.0, .z = 9.0 },
.target = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
.fovy = 45.0,
.projection = .perspective,
};
// Load model
const model = try rl.loadModel("resources/models/old_car_new.glb");
defer rl.unloadModel(model);
// Load cel shader
const cel_shader = try rl.loadShader(
std.fmt.comptimePrint("resources/shaders/glsl{d}/cel.vs", .{glsl_version}),
std.fmt.comptimePrint("resources/shaders/glsl{d}/cel.fs", .{glsl_version}),
);
defer rl.unloadShader(cel_shader);
cel_shader.loc(.vector_view).* = rl.getShaderLocation(cel_shader, "viewPos");
// Apply cel shader to model, keep copy of default shader
const material = &model.materials.?[0];
const default_shader = material.shader;
material.shader = cel_shader;
// numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth)
var num_bands: f32 = 10.0;
const num_bands_loc = rl.getShaderLocation(cel_shader, "numBands");
rl.setShaderValue(cel_shader, num_bands_loc, num_bands);
// Inverted-hull outline shader: draws back faces extruded along normals
const outline_shader = try rl.loadShader(
std.fmt.comptimePrint("resources/shaders/glsl{d}/outline_hull.vs", .{glsl_version}),
std.fmt.comptimePrint("resources/shaders/glsl{d}/outline_hull.fs", .{glsl_version}),
);
defer rl.unloadShader(outline_shader);
const outline_thickness_loc = rl.getShaderLocation(outline_shader, "outlineThickness");
// Single directional white light, angled so toon bands are visible on the model sides.
// Spins opposite to CAMERA_ORBITAL (0.5 rad/s) so lighting changes as you watch.
// The unused slots stay zero lights, updated like the C example does.
var lights: [rlights.max_lights]rlights.Light = .{
rlights.createLight(.directional, .{ .x = 50.0, .y = 50.0, .z = 50.0 }, rl.math.vector3Zero(), .white, cel_shader),
.{},
.{},
.{},
};
var cel_enabled = true;
var outline_enabled = true;
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) {
// Update
rl.updateCamera(&camera, .orbital);
rl.setShaderValue(cel_shader, cel_shader.loc(.vector_view).*, camera.position);
// [Z] Toggle cel shading on/off
if (rl.isKeyPressed(.z)) {
cel_enabled = !cel_enabled;
material.shader = if (cel_enabled) cel_shader else default_shader;
}
// [C] Toggle outline on/off
if (rl.isKeyPressed(.c)) outline_enabled = !outline_enabled;
// [Q/E] Decrease/increase toon band count (press or hold to repeat)
if (rl.isKeyPressed(.e) or rl.isKeyPressedRepeat(.e)) num_bands = rl.math.clamp(num_bands + 1.0, 2.0, 20.0);
if (rl.isKeyPressed(.q) or rl.isKeyPressedRepeat(.q)) num_bands = rl.math.clamp(num_bands - 1.0, 2.0, 20.0);
rl.setShaderValue(cel_shader, num_bands_loc, num_bands);
// Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical
const t: f32 = @floatCast(rl.getTime());
lights[0].position = .{ .x = @sin(-t * 0.3) * 5.0, .y = 5.0, .z = @cos(-t * 0.3) * 5.0 };
for (lights) |light| light.update(cel_shader);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
if (outline_enabled) {
// Outline pass: cull front faces, draw extruded back faces as silhouette
const thickness: f32 = 0.005;
rl.setShaderValue(outline_shader, outline_thickness_loc, thickness);
rl.gl.setCullFace(rl.gl.cull_face_front);
material.shader = outline_shader;
rl.drawModel(model, rl.math.vector3Zero(), 0.75, .white);
material.shader = if (cel_enabled) cel_shader else default_shader;
rl.gl.setCullFace(rl.gl.cull_face_back);
}
rl.drawModel(model, rl.math.vector3Zero(), 0.75, .white);
rl.drawSphereEx(lights[0].position, 0.2, 50, 50, .yellow); // Light position indicator
rl.drawGrid(10, 10.0);
}
rl.drawFPS(10, 10);
rl.drawText(rl.textFormat("Cel: {s} [Z]", .{if (cel_enabled) "ON" else "OFF"}), 10, 65, 20, if (cel_enabled) .dark_green else .dark_gray);
rl.drawText(rl.textFormat("Outline: {s} [C]", .{if (outline_enabled) "ON" else "OFF"}), 10, 90, 20, if (outline_enabled) .dark_green else .dark_gray);
rl.drawText(rl.textFormat("Bands: {d:.0} [Q/E]", .{num_bands}), 10, 115, 20, .dark_gray);
}
}/*******************************************************************************************
*
* raylib [shaders] example - cel shading
*
* Example complexity rating: [★★★☆] 3/4
*
* 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)
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Gleb A (@ggrizzly) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 Gleb A (@ggrizzly)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <math.h> // Required for: sinf(), cosf()
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading");
Camera camera = { 0 };
camera.position = (Vector3){ 9.0f, 6.0f, 9.0f };
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load model
Model model = LoadModel("resources/models/old_car_new.glb");
// Load cel shader
Shader celShader = LoadShader(
TextFormat("resources/shaders/glsl%i/cel.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION));
celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos");
// Apply cel shader to model, keep copy of default shader
Shader defaultShader = model.materials[0].shader;
model.materials[0].shader = celShader;
// numBands: controls toon quantization steps (2 = hard binary, 20 = near-smooth)
float numBands = 10.0f;
int numBandsLoc = GetShaderLocation(celShader, "numBands");
SetShaderValue(celShader, numBandsLoc, &numBands, SHADER_UNIFORM_FLOAT);
// Inverted-hull outline shader: draws back faces extruded along normals
Shader outlineShader = LoadShader(
TextFormat("resources/shaders/glsl%i/outline_hull.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/outline_hull.fs", GLSL_VERSION));
int outlineThicknessLoc = GetShaderLocation(outlineShader, "outlineThickness");
// Single directional white light, angled so toon bands are visible on the model sides.
// Spins opposite to CAMERA_ORBITAL (0.5 rad/s) so lighting changes as you watch.
Light lights[MAX_LIGHTS] = { 0 };
lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 50.0f }, Vector3Zero(), WHITE, celShader);
bool celEnabled = true;
bool outlineEnabled = true;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(celShader, celShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// [Z] Toggle cel shading on/off
if (IsKeyPressed(KEY_Z))
{
celEnabled = !celEnabled;
if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model
else model.materials[0].shader = defaultShader; // Apply default shader to model
}
// [C] Toggle outline on/off
if (IsKeyPressed(KEY_C)) outlineEnabled = !outlineEnabled;
// [Q/E] Decrease/increase toon band count (press or hold to repeat)
if (IsKeyPressed(KEY_E) || IsKeyPressedRepeat(KEY_E)) numBands = Clamp(numBands + 1.0f, 2.0f, 20.0f);
if (IsKeyPressed(KEY_Q) || IsKeyPressedRepeat(KEY_Q)) numBands = Clamp(numBands - 1.0f, 2.0f, 20.0f);
SetShaderValue(celShader, numBandsLoc, &numBands, SHADER_UNIFORM_FLOAT);
// Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical
float t = (float)GetTime();
lights[0].position = (Vector3){ sinf(-t*0.3f)*5.0f, 5.0f, cosf(-t*0.3f)*5.0f };
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(celShader, lights[i]);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
if (outlineEnabled)
{
// Outline pass: cull front faces, draw extruded back faces as silhouette
float thickness = 0.005f;
SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT);
rlSetCullFace(RL_CULL_FACE_FRONT);
model.materials[0].shader = outlineShader;
DrawModel(model, Vector3Zero(), 0.75f, WHITE);
if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model
else model.materials[0].shader = defaultShader; // Apply default shader to model
rlSetCullFace(RL_CULL_FACE_BACK);
}
DrawModel(model, Vector3Zero(), 0.75f, WHITE);
DrawSphereEx(lights[0].position, 0.2f, 50, 50, YELLOW); // Light position indicator
DrawGrid(10, 10.0f);
EndMode3D();
DrawFPS(10, 10);
DrawText(TextFormat("Cel: %s [Z]", celEnabled? "ON" : "OFF"), 10, 65, 20, celEnabled? DARKGREEN : DARKGRAY);
DrawText(TextFormat("Outline: %s [C]", outlineEnabled? "ON" : "OFF"), 10, 90, 20, outlineEnabled? DARKGREEN : DARKGRAY);
DrawText(TextFormat("Bands: %.0f [Q/E]", numBands), 10, 115, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model);
UnloadShader(celShader);
UnloadShader(outlineShader);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.