vertex displacement
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//! raylib [shaders] example - vertex displacement
//!
//! Zig-API translation of examples/shaders/shaders_vertex_displacement.c (raylib 6.2).
//! Example contributed by Alex ZH (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2023-2025 Alex ZH (@ZzzhHe)
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 - vertex displacement");
defer rl.closeWindow(); // Close window and OpenGL context
// set up camera
var camera: rl.Camera = .{
.position = .{ .x = 20.0, .y = 5.0, .z = -20.0 },
.target = .{ .x = 0.0, .y = 0.0, .z = 0.0 },
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
.fovy = 60.0,
.projection = .perspective,
};
// Load vertex and fragment shaders
const shader = try rl.loadShader(
std.fmt.comptimePrint("resources/shaders/glsl{d}/vertex_displacement.vs", .{glsl_version}),
std.fmt.comptimePrint("resources/shaders/glsl{d}/vertex_displacement.fs", .{glsl_version}),
);
defer rl.unloadShader(shader);
// Load perlin noise texture
const perlin_noise_image = rl.genImagePerlinNoise(512, 512, 0, 0, 1.0);
const perlin_noise_map = try rl.loadTextureFromImage(perlin_noise_image);
defer rl.unloadTexture(perlin_noise_map);
rl.unloadImage(perlin_noise_image);
// Set shader uniform location
const perlin_noise_map_loc = rl.getShaderLocation(shader, "perlinNoiseMap");
rl.gl.enableShader(shader.id);
rl.gl.activeTextureSlot(1);
rl.gl.enableTexture(perlin_noise_map.id);
rl.gl.setUniformSampler(perlin_noise_map_loc, 1);
// Create a plane mesh and model
const plane_model = try rl.loadModelFromMesh(rl.genMeshPlane(50, 50, 50, 50));
defer rl.unloadModel(plane_model);
// Set plane model material
plane_model.materials.?[0].shader = shader;
var time: f32 = 0.0;
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
rl.updateCamera(&camera, .free); // Update camera
time += rl.getFrameTime(); // Update time variable
rl.setShaderValue(shader, rl.getShaderLocation(shader, "time"), time); // Send time value to shader
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
rl.beginShaderMode(shader);
defer rl.endShaderMode();
// Draw plane model
rl.drawModel(plane_model, .{ .x = 0.0, .y = 0.0, .z = 0.0 }, 1.0, .white);
}
rl.drawText("Vertex displacement", 10, 10, 20, .dark_gray);
rl.drawFPS(10, 40);
}
}/*******************************************************************************************
*
* raylib [shaders] example - vertex displacement
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 4.5
*
* Example contributed by Alex ZH (@ZzzhHe) 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) 2023-2025 Alex ZH (@ZzzhHe)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.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 - vertex displacement");
// set up camera
Camera camera = { 0 };
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load vertex and fragment shaders
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
// Load perlin noise texture
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
UnloadImage(perlinNoiseImage);
// Set shader uniform location
int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
rlEnableShader(shader.id);
rlActiveTextureSlot(1);
rlEnableTexture(perlinNoiseMap.id);
rlSetUniformSampler(perlinNoiseMapLoc, 1);
// Create a plane mesh and model
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
Model planeModel = LoadModelFromMesh(planeMesh);
// Set plane model material
planeModel.materials[0].shader = shader;
float time = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE); // Update camera
time += GetFrameTime(); // Update time variable
SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
// Draw plane model
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
EndShaderMode();
EndMode3D();
DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
DrawFPS(10, 40);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(planeModel);
UnloadTexture(perlinNoiseMap);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.