shapes textures
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//! raylib [shaders] example - shapes textures
//!
//! Zig-API translation of examples/shaders/shaders_shapes_textures.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.initWindow(screen_width, screen_height, "raylib [shaders] example - shapes textures");
defer rl.closeWindow(); // Close window and OpenGL context
const fudesumi = try rl.loadTexture("resources/fudesumi.png");
defer rl.unloadTexture(fudesumi);
// Load shader to be used on some parts drawing
// 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}/grayscale.fs", .{glsl_version}));
defer rl.unloadShader(shader);
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
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
// Start drawing with default shader
rl.drawText("USING DEFAULT SHADER", 20, 40, 10, .red);
rl.drawCircle(80, 120, 35, .dark_blue);
rl.drawCircleGradient(.{ .x = 80.0, .y = 220.0 }, 60, .green, .sky_blue);
rl.drawCircleLines(80, 340, 80, .dark_blue);
// Activate our custom shader to be applied on next shapes/textures drawings
{
rl.beginShaderMode(shader);
// Activate our default shader for next drawings
defer rl.endShaderMode();
rl.drawText("USING CUSTOM SHADER", 190, 40, 10, .red);
rl.drawRectangle(250 - 60, 90, 120, 60, .red);
rl.drawRectangleGradientH(250 - 90, 170, 180, 130, .maroon, .gold);
rl.drawRectangleLines(250 - 40, 320, 80, 60, .orange);
}
rl.drawText("USING DEFAULT SHADER", 370, 40, 10, .red);
rl.drawTriangle(.{ .x = 430, .y = 80 }, .{ .x = 430 - 60, .y = 150 }, .{ .x = 430 + 60, .y = 150 }, .violet);
rl.drawTriangleLines(.{ .x = 430, .y = 160 }, .{ .x = 430 - 20, .y = 230 }, .{ .x = 430 + 20, .y = 230 }, .dark_blue);
rl.drawPoly(.{ .x = 430, .y = 320 }, 6, 80, 0, .brown);
// Activate our custom shader to be applied on next shapes/textures drawings
{
rl.beginShaderMode(shader);
// Activate our default shader for next drawings
defer rl.endShaderMode();
rl.drawTexture(fudesumi, 500, -30, .white); // Using custom shader
}
rl.drawText("(c) Fudesumi sprite by Eiden Marsal", 380, screen_height - 20, 10, .gray);
}
}/*******************************************************************************************
*
* raylib [shaders] example - shapes textures
*
* 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 1.7, last time updated with raylib 3.7
*
* 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;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes textures");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
DrawCircle(80, 120, 35, DARKBLUE);
DrawCircleGradient((Vector2){ 80.0f, 220.0f }, 60, GREEN, SKYBLUE);
DrawCircleLines(80, 340, 80, DARKBLUE);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
DrawTriangle((Vector2){430, 80},
(Vector2){430 - 60, 150},
(Vector2){430 + 60, 150}, VIOLET);
DrawTriangleLines((Vector2){430, 160},
(Vector2){430 - 20, 230},
(Vector2){430 + 20, 230}, DARKBLUE);
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.