texture outline
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//! raylib [shaders] example - texture outline
//!
//! Zig-API translation of examples/shaders/shaders_texture_outline.c (raylib 6.2).
//! Example contributed by Serenity Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2021-2025 Serenity Skiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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 - texture outline");
defer rl.closeWindow(); // Close window and OpenGL context
const texture = try rl.loadTexture("resources/fudesumi.png");
defer rl.unloadTexture(texture);
const shdr_outline = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/outline.fs", .{glsl_version}));
defer rl.unloadShader(shdr_outline);
var outline_size: f32 = 2.0;
const outline_color = [4]f32{ 1.0, 0.0, 0.0, 1.0 }; // Normalized RED color
const texture_size = [2]f32{ @floatFromInt(texture.width), @floatFromInt(texture.height) };
// Get shader locations
const outline_size_loc = rl.getShaderLocation(shdr_outline, "outlineSize");
const outline_color_loc = rl.getShaderLocation(shdr_outline, "outlineColor");
const texture_size_loc = rl.getShaderLocation(shdr_outline, "textureSize");
// Set shader values (they can be changed later)
rl.setShaderValue(shdr_outline, outline_size_loc, outline_size);
rl.setShaderValue(shdr_outline, outline_color_loc, outline_color);
rl.setShaderValue(shdr_outline, texture_size_loc, texture_size);
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
outline_size += rl.getMouseWheelMove();
if (outline_size < 1.0) outline_size = 1.0;
rl.setShaderValue(shdr_outline, outline_size_loc, outline_size);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginShaderMode(shdr_outline);
defer rl.endShaderMode();
rl.drawTexture(texture, @divTrunc(rl.getScreenWidth(), 2) - @divTrunc(texture.width, 2), -30, .white);
}
rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, .gray);
rl.drawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, .gray);
rl.drawText(rl.textFormat("Outline size: {d} px", .{@as(i32, @intFromFloat(outline_size))}), 10, 120, 20, .maroon);
rl.drawFPS(710, 10);
}
}/*******************************************************************************************
*
* raylib [shaders] example - texture outline
*
* 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
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example contributed by Serenity Skiff (@GoldenThumbs) 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) 2021-2025 Serenity Skiff (@GoldenThumbs) and 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 - texture outline");
Texture2D texture = LoadTexture("resources/fudesumi.png");
Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
float outlineSize = 2.0f;
float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
float textureSize[2] = { (float)texture.width, (float)texture.height };
// Get shader locations
int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
// Set shader values (they can be changed later)
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
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
//----------------------------------------------------------------------------------
outlineSize += GetMouseWheelMove();
if (outlineSize < 1.0f) outlineSize = 1.0f;
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shdrOutline);
DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
EndShaderMode();
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, GRAY);
DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
DrawFPS(710, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
UnloadShader(shdrOutline);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.