color correction
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//! raylib [shaders] example - color correction
//!
//! Zig-API translation of examples/shaders/shaders_color_correction.c (raylib 6.2).
//! Example contributed by Jordi Santonja (@JordSant) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 Jordi Santonja (@JordSant)
//!
//! 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
const std = @import("std");
const rl = @import("raylib");
const gui = @import("raygui");
const glsl_version = 330;
const texture_paths = [_][:0]const u8{
"resources/parrots.png",
"resources/cat.png",
"resources/mandrill.png",
"resources/fudesumi.png",
};
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - color correction");
defer rl.closeWindow(); // Close window and OpenGL context
var textures: [texture_paths.len]rl.Texture2D = undefined;
var textures_loaded: usize = 0;
defer for (textures[0..textures_loaded]) |texture| rl.unloadTexture(texture);
for (&textures, texture_paths) |*texture, path| {
texture.* = try rl.loadTexture(path);
textures_loaded += 1;
}
const shdr_color_correction = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/color_correction.fs", .{glsl_version}));
defer rl.unloadShader(shdr_color_correction);
var image_index: i32 = 0;
var reset_button_clicked = false;
var contrast: f32 = 0.0;
var saturation: f32 = 0.0;
var brightness: f32 = 0.0;
// Get shader locations
const contrast_loc = rl.getShaderLocation(shdr_color_correction, "contrast");
const saturation_loc = rl.getShaderLocation(shdr_color_correction, "saturation");
const brightness_loc = rl.getShaderLocation(shdr_color_correction, "brightness");
// Set shader values (they can be changed later)
rl.setShaderValue(shdr_color_correction, contrast_loc, contrast);
rl.setShaderValue(shdr_color_correction, saturation_loc, saturation);
rl.setShaderValue(shdr_color_correction, brightness_loc, brightness);
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
// Select texture to draw
if (rl.isKeyPressed(.one)) {
image_index = 0;
} else if (rl.isKeyPressed(.two)) {
image_index = 1;
} else if (rl.isKeyPressed(.three)) {
image_index = 2;
} else if (rl.isKeyPressed(.four)) {
image_index = 3;
}
// Reset values to 0
if (rl.isKeyPressed(.r) or reset_button_clicked) {
contrast = 0.0;
saturation = 0.0;
brightness = 0.0;
}
// Send the values to the shader
rl.setShaderValue(shdr_color_correction, contrast_loc, contrast);
rl.setShaderValue(shdr_color_correction, saturation_loc, saturation);
rl.setShaderValue(shdr_color_correction, brightness_loc, brightness);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginShaderMode(shdr_color_correction);
defer rl.endShaderMode();
const texture = textures[@intCast(image_index)];
rl.drawTexture(texture, 580 / 2 - @divTrunc(texture.width, 2), @divTrunc(rl.getScreenHeight(), 2) - @divTrunc(texture.height, 2), .white);
}
rl.drawLine(580, 0, 580, rl.getScreenHeight(), .{ .r = 218, .g = 218, .b = 218, .a = 255 });
rl.drawRectangle(580, 0, rl.getScreenWidth(), rl.getScreenHeight(), .{ .r = 232, .g = 232, .b = 232, .a = 255 });
// Draw UI info text
rl.drawText("Color Correction", 585, 40, 20, .gray);
rl.drawText("Picture", 602, 75, 10, .gray);
rl.drawText("Press [1] - [4] to Change Picture", 600, 230, 8, .gray);
rl.drawText("Press [R] to Reset Values", 600, 250, 8, .gray);
// Draw GUI controls
_ = gui.toggleGroup(.{ .x = 645, .y = 70, .width = 20, .height = 20 }, "1;2;3;4", &image_index);
_ = gui.sliderBar(.{ .x = 645, .y = 100, .width = 120, .height = 20 }, "Contrast", rl.textFormat("{d:.0}", .{contrast}), &contrast, -100.0, 100.0);
_ = gui.sliderBar(.{ .x = 645, .y = 130, .width = 120, .height = 20 }, "Saturation", rl.textFormat("{d:.0}", .{saturation}), &saturation, -100.0, 100.0);
_ = gui.sliderBar(.{ .x = 645, .y = 160, .width = 120, .height = 20 }, "Brightness", rl.textFormat("{d:.0}", .{brightness}), &brightness, -100.0, 100.0);
reset_button_clicked = gui.button(.{ .x = 645, .y = 190, .width = 40, .height = 20 }, "Reset") != 0;
rl.drawFPS(710, 10);
}
}/*******************************************************************************************
*
* raylib [shaders] example - color correction
*
* Example complexity rating: [★★☆☆] 2/4
*
* 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
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Jordi Santonja (@JordSant) 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) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define MAX_TEXTURES 4
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color correction");
Texture2D texture[MAX_TEXTURES] = {
LoadTexture("resources/parrots.png"),
LoadTexture("resources/cat.png"),
LoadTexture("resources/mandrill.png"),
LoadTexture("resources/fudesumi.png")
};
Shader shdrColorCorrection = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_correction.fs", GLSL_VERSION));
int imageIndex = 0;
int resetButtonClicked = 0;
float contrast = 0.0f;
float saturation = 0.0f;
float brightness = 0.0f;
// Get shader locations
int contrastLoc = GetShaderLocation(shdrColorCorrection, "contrast");
int saturationLoc = GetShaderLocation(shdrColorCorrection, "saturation");
int brightnessLoc = GetShaderLocation(shdrColorCorrection, "brightness");
// Set shader values (they can be changed later)
SetShaderValue(shdrColorCorrection, contrastLoc, &contrast, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, saturationLoc, &saturation, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, brightnessLoc, &brightness, SHADER_UNIFORM_FLOAT);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Select texture to draw
if (IsKeyPressed(KEY_ONE)) imageIndex = 0;
else if (IsKeyPressed(KEY_TWO)) imageIndex = 1;
else if (IsKeyPressed(KEY_THREE)) imageIndex = 2;
else if (IsKeyPressed(KEY_FOUR)) imageIndex = 3;
// Reset values to 0
if (IsKeyPressed(KEY_R) || resetButtonClicked)
{
contrast = 0.0f;
saturation = 0.0f;
brightness = 0.0f;
}
// Send the values to the shader
SetShaderValue(shdrColorCorrection, contrastLoc, &contrast, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, saturationLoc, &saturation, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, brightnessLoc, &brightness, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shdrColorCorrection);
DrawTexture(texture[imageIndex], 580/2 - texture[imageIndex].width/2, GetScreenHeight()/2 - texture[imageIndex].height/2, WHITE);
EndShaderMode();
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
// Draw UI info text
DrawText("Color Correction", 585, 40, 20, GRAY);
DrawText("Picture", 602, 75, 10, GRAY);
DrawText("Press [1] - [4] to Change Picture", 600, 230, 8, GRAY);
DrawText("Press [R] to Reset Values", 600, 250, 8, GRAY);
// Draw GUI controls
//------------------------------------------------------------------------------
GuiToggleGroup((Rectangle){ 645, 70, 20, 20 }, "1;2;3;4", &imageIndex);
GuiSliderBar((Rectangle){ 645, 100, 120, 20 }, "Contrast", TextFormat("%.0f", contrast), &contrast, -100.0f, 100.0f);
GuiSliderBar((Rectangle){ 645, 130, 120, 20 }, "Saturation", TextFormat("%.0f", saturation), &saturation, -100.0f, 100.0f);
GuiSliderBar((Rectangle){ 645, 160, 120, 20 }, "Brightness", TextFormat("%.0f", brightness), &brightness, -100.0f, 100.0f);
resetButtonClicked = GuiButton((Rectangle){ 645, 190, 40, 20 }, "Reset");
//------------------------------------------------------------------------------
DrawFPS(710, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_TEXTURES; i++) UnloadTexture(texture[i]);
UnloadShader(shdrColorCorrection);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.