custom uniform
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//! raylib [shaders] example - custom uniform
//!
//! Zig-API translation of examples/shaders/shaders_custom_uniform.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
//!
//! NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .msaa_4x_hint = true }); // Enable Multi Sampling Anti Aliasing 4x (if available)
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - custom uniform");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera: rl.Camera = .{
.position = .{ .x = 8.0, .y = 8.0, .z = 8.0 }, // Camera position
.target = .{ .x = 0.0, .y = 1.5, .z = 0.0 }, // Camera looking at point
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
const model = try rl.loadModel("resources/models/barracks.obj"); // Load OBJ model
defer rl.unloadModel(model);
const texture = try rl.loadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
defer rl.unloadTexture(texture);
model.materials.?[0].map(.diffuse).texture = texture; // Set model diffuse texture
const position: rl.Vector3 = .{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
// Load postprocessing shader
// NOTE: Defining null for vertex shader forces usage of internal default vertex shader
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/swirl.fs", .{glsl_version}));
defer rl.unloadShader(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
const swirl_center_loc = rl.getShaderLocation(shader, "center");
var swirl_center = [2]f32{ @as(f32, screen_width) / 2, @as(f32, screen_height) / 2 };
// Create a RenderTexture2D to be used for render to texture
const target = try rl.loadRenderTexture(screen_width, screen_height);
defer rl.unloadRenderTexture(target);
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
rl.updateCamera(&camera, .orbital);
const mouse_position = rl.getMousePosition();
swirl_center[0] = mouse_position.x;
swirl_center[1] = screen_height - mouse_position.y;
// Send new value to the shader to be used on drawing
rl.setShaderValue(shader, swirl_center_loc, swirl_center);
// Draw
{
rl.beginTextureMode(target); // Enable drawing to texture
defer rl.endTextureMode(); // End drawing to texture (now we have a texture available for next passes)
rl.clearBackground(.ray_white); // Clear texture background
{
rl.beginMode3D(camera); // Begin 3d mode drawing
defer rl.endMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
rl.drawModel(model, position, 0.5, .white); // Draw 3d model with texture
rl.drawGrid(10, 1.0); // Draw a grid
}
rl.drawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, .red);
}
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white); // Clear screen background
{
// Enable shader using the custom uniform
rl.beginShaderMode(shader);
defer rl.endShaderMode();
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
const source: rl.Rectangle = .{
.x = 0,
.y = 0,
.width = @floatFromInt(target.texture.width),
.height = @floatFromInt(-target.texture.height),
};
rl.drawTextureRec(target.texture, source, .{ .x = 0, .y = 0 }, .white);
}
// Draw some 2d text over drawn texture
rl.drawText("(c) Barracks 3D model by Alberto Cano", screen_width - 220, screen_height - 20, 10, .gray);
rl.drawFPS(10, 10);
}
}/*******************************************************************************************
*
* raylib [shaders] example - custom uniform
*
* 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
*
* 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
*
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.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); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
// 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
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background
// Enable shader using the custom uniform
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw some 2d text over drawn texture
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.