multi sample2d
There is no browser build of this example yet.
Is it the same as C?
- Desktop:verified The Zig version renders a final frame that is byte-identical to the C example.
- Browser:not checked yet The browser comparison does not cover this example yet.
//! raylib [shaders] example - multi sample2d
//!
//! Zig-API translation of examples/shaders/shaders_multi_sample2d.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2020-2025 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.initWindow(screen_width, screen_height, "raylib [shaders] example - multi sample2d");
defer rl.closeWindow(); // Close window and OpenGL context
const im_red = rl.genImageColor(800, 450, .{ .r = 255, .g = 0, .b = 0, .a = 255 });
const tex_red = try rl.loadTextureFromImage(im_red);
defer rl.unloadTexture(tex_red);
rl.unloadImage(im_red);
const im_blue = rl.genImageColor(800, 450, .{ .r = 0, .g = 0, .b = 255, .a = 255 });
const tex_blue = try rl.loadTextureFromImage(im_blue);
defer rl.unloadTexture(tex_blue);
rl.unloadImage(im_blue);
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/color_mix.fs", .{glsl_version}));
defer rl.unloadShader(shader);
// Get an additional sampler2D location to be enabled on drawing
const tex_blue_loc = rl.getShaderLocation(shader, "texture1");
// Get shader uniform for divider
const divider_loc = rl.getShaderLocation(shader, "divider");
var divider_value: f32 = 0.5;
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
if (rl.isKeyDown(.right)) {
divider_value += 0.01;
} else if (rl.isKeyDown(.left)) {
divider_value -= 0.01;
}
divider_value = std.math.clamp(divider_value, 0.0, 1.0);
rl.setShaderValue(shader, divider_loc, divider_value);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginShaderMode(shader);
// Texture sampler2D is reseted, needs to be set again for next frame
defer rl.endShaderMode();
// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
// but endShaderMode() forces batch drawing and resets active textures, this way
// other textures (sampler2D) can be activated on consequent drawings (if required)
// The downside of this approach is that setShaderValue() must be called inside the loop,
// to be set again after every endShaderMode() reset
rl.setShaderValueTexture(shader, tex_blue_loc, tex_blue);
// We are drawing tex_red using default [sampler2D texture0] but
// an additional texture units is enabled for tex_blue [sampler2D texture1]
rl.drawTexture(tex_red, 0, 0, .white);
}
rl.drawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, rl.getScreenHeight() - 40, 20, .ray_white);
}
}/*******************************************************************************************
*
* raylib [shaders] example - multi sample2d
*
* 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 3.5, last time updated with raylib 3.5
*
* 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) 2020-2025 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;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2d");
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
Texture texRed = LoadTextureFromImage(imRed);
UnloadImage(imRed);
Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
Texture texBlue = LoadTextureFromImage(imBlue);
UnloadImage(imBlue);
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
// Get an additional sampler2D location to be enabled on drawing
int texBlueLoc = GetShaderLocation(shader, "texture1");
// Get shader uniform for divider
int dividerLoc = GetShaderLocation(shader, "divider");
float dividerValue = 0.5f;
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
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f;
else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f;
if (dividerValue < 0.0f) dividerValue = 0.0f;
else if (dividerValue > 1.0f) dividerValue = 1.0f;
SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
// but EndShaderMode() forces batch drawing and resets active textures, this way
// other textures (sampler2D) can be activated on consequent drawings (if required)
// The downside of this approach is that SetShaderValue() must be called inside the loop,
// to be set again after every EndShaderMode() reset
SetShaderValueTexture(shader, texBlueLoc, texBlue);
// We are drawing texRed using default [sampler2D texture0] but
// an additional texture units is enabled for texBlue [sampler2D texture1]
DrawTexture(texRed, 0, 0, WHITE);
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texRed); // Unload texture
UnloadTexture(texBlue); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.