├── .gitignore ├── CMakeLists.txt ├── README.md ├── include └── test.h ├── resources ├── License.txt └── rabbit.png ├── src └── main.cpp └── thirdparty ├── imgui-docking ├── CMakeLists.txt └── imgui │ ├── .editorconfig │ ├── .gitattributes │ ├── .gitignore │ ├── LICENSE.txt │ ├── backends │ ├── imgui_impl_allegro5.cpp │ ├── imgui_impl_allegro5.h │ ├── imgui_impl_android.cpp │ ├── imgui_impl_android.h │ ├── imgui_impl_dx10.cpp │ ├── imgui_impl_dx10.h │ ├── imgui_impl_dx11.cpp │ ├── imgui_impl_dx11.h │ ├── imgui_impl_dx12.cpp │ ├── imgui_impl_dx12.h │ ├── imgui_impl_dx9.cpp │ ├── imgui_impl_dx9.h │ ├── imgui_impl_glfw.cpp │ ├── imgui_impl_glfw.h │ ├── imgui_impl_glut.cpp │ ├── imgui_impl_glut.h │ ├── imgui_impl_metal.h │ ├── imgui_impl_metal.mm │ ├── imgui_impl_opengl2.cpp │ ├── imgui_impl_opengl2.h │ ├── imgui_impl_opengl3.cpp │ ├── imgui_impl_opengl3.h │ ├── imgui_impl_opengl3_loader.h │ ├── imgui_impl_osx.h │ ├── imgui_impl_osx.mm │ ├── imgui_impl_sdl2.cpp │ ├── imgui_impl_sdl2.h │ ├── imgui_impl_sdl3.cpp │ ├── imgui_impl_sdl3.h │ ├── imgui_impl_sdlrenderer.cpp │ ├── imgui_impl_sdlrenderer.h │ ├── imgui_impl_vulkan.cpp │ ├── imgui_impl_vulkan.h │ ├── imgui_impl_wgpu.cpp │ ├── imgui_impl_wgpu.h │ ├── imgui_impl_win32.cpp │ ├── imgui_impl_win32.h │ └── vulkan │ │ ├── generate_spv.sh │ │ ├── glsl_shader.frag │ │ └── glsl_shader.vert │ ├── docs │ ├── BACKENDS.md │ ├── CHANGELOG.txt │ ├── CONTRIBUTING.md │ ├── EXAMPLES.md │ ├── FAQ.md │ ├── FONTS.md │ ├── README.md │ └── TODO.txt │ ├── examples │ ├── README.txt │ ├── example_allegro5 │ │ ├── README.md │ │ ├── example_allegro5.vcxproj │ │ ├── example_allegro5.vcxproj.filters │ │ ├── imconfig_allegro5.h │ │ └── main.cpp │ ├── example_android_opengl3 │ │ ├── CMakeLists.txt │ │ ├── android │ │ │ ├── .gitignore │ │ │ ├── app │ │ │ │ ├── build.gradle │ │ │ │ └── src │ │ │ │ │ └── main │ │ │ │ │ ├── AndroidManifest.xml │ │ │ │ │ └── java │ │ │ │ │ └── MainActivity.kt │ │ │ ├── build.gradle │ │ │ └── settings.gradle │ │ └── main.cpp │ ├── example_apple_metal │ │ ├── README.md │ │ ├── example_apple_metal.xcodeproj │ │ │ └── project.pbxproj │ │ ├── iOS │ │ │ ├── Info-iOS.plist │ │ │ └── LaunchScreen.storyboard │ │ ├── macOS │ │ │ ├── Info-macOS.plist │ │ │ └── MainMenu.storyboard │ │ └── main.mm │ ├── example_apple_opengl2 │ │ ├── example_apple_opengl2.xcodeproj │ │ │ └── project.pbxproj │ │ └── main.mm │ ├── example_emscripten_wgpu │ │ ├── README.md │ │ └── main.cpp │ ├── example_glfw_metal │ │ └── main.mm │ ├── example_glfw_opengl2 │ │ ├── build_win32.bat │ │ ├── example_glfw_opengl2.vcxproj │ │ ├── example_glfw_opengl2.vcxproj.filters │ │ └── main.cpp │ ├── example_glfw_opengl3 │ │ ├── Makefile.emscripten │ │ ├── build_win32.bat │ │ ├── example_glfw_opengl3.vcxproj │ │ ├── example_glfw_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_glfw_vulkan │ │ ├── CMakeLists.txt │ │ ├── build_win32.bat │ │ ├── build_win64.bat │ │ ├── example_glfw_vulkan.vcxproj │ │ ├── example_glfw_vulkan.vcxproj.filters │ │ └── main.cpp │ ├── example_glut_opengl2 │ │ ├── example_glut_opengl2.vcxproj │ │ ├── example_glut_opengl2.vcxproj.filters │ │ └── main.cpp │ ├── example_null │ │ ├── build_win32.bat │ │ └── main.cpp │ ├── example_sdl2_directx11 │ │ ├── build_win32.bat │ │ ├── example_sdl2_directx11.vcxproj │ │ ├── example_sdl2_directx11.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_metal │ │ └── main.mm │ ├── example_sdl2_opengl2 │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl2_opengl2.vcxproj │ │ ├── example_sdl2_opengl2.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_opengl3 │ │ ├── Makefile.emscripten │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl2_opengl3.vcxproj │ │ ├── example_sdl2_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_sdlrenderer │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl2_sdlrenderer.vcxproj │ │ ├── example_sdl2_sdlrenderer.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_vulkan │ │ ├── build_win32.bat │ │ ├── example_sdl2_vulkan.vcxproj │ │ ├── example_sdl2_vulkan.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl3_opengl3 │ │ ├── Makefile.emscripten │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl3_opengl3.vcxproj │ │ ├── example_sdl3_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx10 │ │ ├── build_win32.bat │ │ ├── example_win32_directx10.vcxproj │ │ ├── example_win32_directx10.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx11 │ │ ├── build_win32.bat │ │ ├── example_win32_directx11.vcxproj │ │ ├── example_win32_directx11.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx12 │ │ ├── build_win32.bat │ │ ├── example_win32_directx12.vcxproj │ │ ├── example_win32_directx12.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx9 │ │ ├── build_win32.bat │ │ ├── example_win32_directx9.vcxproj │ │ ├── example_win32_directx9.vcxproj.filters │ │ └── main.cpp │ ├── imgui_examples.sln │ └── libs │ │ ├── emscripten │ │ ├── emscripten_mainloop_stub.h │ │ └── shell_minimal.html │ │ ├── glfw │ │ ├── COPYING.txt │ │ ├── include │ │ │ └── GLFW │ │ │ │ ├── glfw3.h │ │ │ │ └── glfw3native.h │ │ ├── lib-vc2010-32 │ │ │ └── glfw3.lib │ │ └── lib-vc2010-64 │ │ │ └── glfw3.lib │ │ └── usynergy │ │ ├── README.txt │ │ ├── uSynergy.c │ │ └── uSynergy.h │ ├── imconfig.h │ ├── imfilebrowser.h │ ├── imgui.cpp │ ├── imgui.h │ ├── imguiComboSearch.h │ ├── imguiRowsBackground.h │ ├── imguiThemes.h │ ├── imgui_demo.cpp │ ├── imgui_draw.cpp │ ├── imgui_internal.h │ ├── imgui_tables.cpp │ ├── imgui_widgets.cpp │ ├── imstb_rectpack.h │ ├── imstb_textedit.h │ ├── imstb_truetype.h │ └── misc │ ├── README.txt │ ├── cpp │ ├── README.txt │ ├── imgui_stdlib.cpp │ └── imgui_stdlib.h │ ├── debuggers │ ├── README.txt │ ├── imgui.gdb │ ├── imgui.natstepfilter │ └── imgui.natvis │ ├── fonts │ ├── Cousine-Regular.ttf │ ├── DroidSans.ttf │ ├── Karla-Regular.ttf │ ├── ProggyClean.ttf │ ├── ProggyTiny.ttf │ ├── Roboto-Medium.ttf │ └── binary_to_compressed_c.cpp │ ├── freetype │ ├── README.md │ ├── imgui_freetype.cpp │ └── imgui_freetype.h │ └── single_file │ └── imgui_single_file.h ├── raylib-5.0 ├── .github │ ├── FUNDING.yml │ ├── ISSUE_TEMPLATE │ │ ├── config.yml │ │ └── new-issue-template.md │ └── workflows │ │ ├── android.yml │ │ ├── cmake.yml │ │ ├── codeql.yml │ │ ├── linux.yml │ │ ├── linux_examples.yml │ │ ├── macos.yml │ │ ├── webassembly.yml │ │ ├── windows.yml │ │ └── windows_examples.yml ├── .gitignore ├── BINDINGS.md ├── CHANGELOG ├── CMakeLists.txt ├── CMakeOptions.txt ├── CONTRIBUTING.md ├── CONVENTIONS.md ├── FAQ.md ├── HISTORY.md ├── LICENSE ├── README.md ├── ROADMAP.md ├── build.zig ├── cmake │ ├── AddIfFlagCompiles.cmake │ ├── BuildOptions.cmake │ ├── CompileDefinitions.cmake │ ├── CompilerFlags.cmake │ ├── EnumOption.cmake │ ├── GlfwImport.cmake │ ├── InstallConfigurations.cmake │ ├── JoinPaths.cmake │ ├── LibraryConfigurations.cmake │ ├── LibraryPathToLinkerFlags.cmake │ ├── PackConfigurations.cmake │ ├── PopulateConfigVariablesLocally.cmake │ ├── Uninstall.cmake │ ├── raylib-config-version.cmake │ └── raylib-config.cmake ├── examples │ ├── CMakeLists.txt │ ├── Makefile.Android │ ├── Makefile.Web │ ├── README.md │ ├── audio │ │ ├── audio_mixed_processor.c │ │ ├── audio_mixed_processor.png │ │ ├── audio_module_playing.c │ │ ├── audio_module_playing.png │ │ ├── audio_music_stream.c │ │ ├── audio_music_stream.png │ │ ├── audio_raw_stream.c │ │ ├── audio_raw_stream.png │ │ ├── audio_sound_loading.c │ │ ├── audio_sound_loading.png │ │ ├── audio_sound_multi.c │ │ ├── audio_sound_multi.png │ │ ├── audio_stream_effects.c │ │ ├── audio_stream_effects.png │ │ └── resources │ │ │ ├── LICENSE.md │ │ │ ├── coin.wav │ │ │ ├── country.mp3 │ │ │ ├── mini1111.xm │ │ │ ├── sound.wav │ │ │ ├── spring.wav │ │ │ ├── target.flac │ │ │ ├── target.ogg │ │ │ ├── target.qoa │ │ │ └── weird.wav │ ├── build.zig │ ├── core │ │ ├── core_2d_camera.c │ │ ├── core_2d_camera.png │ │ ├── core_2d_camera_mouse_zoom.c │ │ ├── core_2d_camera_mouse_zoom.png │ │ ├── core_2d_camera_platformer.c │ │ ├── core_2d_camera_platformer.png │ │ ├── core_2d_camera_split_screen.c │ │ ├── core_2d_camera_split_screen.png │ │ ├── core_3d_camera_first_person.c │ │ ├── core_3d_camera_first_person.png │ │ ├── core_3d_camera_free.c │ │ ├── core_3d_camera_free.png │ │ ├── core_3d_camera_mode.c │ │ ├── core_3d_camera_mode.png │ │ ├── core_3d_camera_split_screen.c │ │ ├── core_3d_camera_split_screen.png │ │ ├── core_3d_picking.c │ │ ├── core_3d_picking.png │ │ ├── core_automation_events.c │ │ ├── core_automation_events.png │ │ ├── core_basic_screen_manager.c │ │ ├── core_basic_screen_manager.png │ │ ├── core_basic_window.c │ │ ├── core_basic_window.png │ │ ├── core_basic_window_web.c │ │ ├── core_custom_frame_control.c │ │ ├── core_custom_frame_control.png │ │ ├── core_custom_logging.c │ │ ├── core_custom_logging.png │ │ ├── core_drop_files.c │ │ ├── core_drop_files.png │ │ ├── core_input_gamepad.c │ │ ├── core_input_gamepad.png │ │ ├── core_input_gamepad_info.c │ │ ├── core_input_gestures.c │ │ ├── core_input_gestures.png │ │ ├── core_input_gestures_web.c │ │ ├── core_input_gestures_web.png │ │ ├── core_input_keys.c │ │ ├── core_input_keys.png │ │ ├── core_input_mouse.c │ │ ├── core_input_mouse.png │ │ ├── core_input_mouse_wheel.c │ │ ├── core_input_mouse_wheel.png │ │ ├── core_input_multitouch.c │ │ ├── core_input_multitouch.png │ │ ├── core_loading_thread.c │ │ ├── core_loading_thread.png │ │ ├── core_random_values.c │ │ ├── core_random_values.png │ │ ├── core_scissor_test.c │ │ ├── core_scissor_test.png │ │ ├── core_smooth_pixelperfect.c │ │ ├── core_smooth_pixelperfect.png │ │ ├── core_storage_values.c │ │ ├── core_storage_values.png │ │ ├── core_vr_simulator.c │ │ ├── core_vr_simulator.png │ │ ├── core_window_flags.c │ │ ├── core_window_flags.png │ │ ├── core_window_letterbox.c │ │ ├── core_window_letterbox.png │ │ ├── core_window_should_close.c │ │ ├── core_window_should_close.png │ │ ├── core_world_screen.c │ │ ├── core_world_screen.png │ │ └── resources │ │ │ ├── LICENSE.md │ │ │ ├── distortion100.fs │ │ │ ├── distortion330.fs │ │ │ ├── ps3.png │ │ │ └── xbox.png │ ├── examples_template.c │ ├── models │ │ ├── models_animation.c │ │ ├── models_animation.png │ │ ├── models_billboard.c │ │ ├── models_billboard.png │ │ ├── models_box_collisions.c │ │ ├── models_box_collisions.png │ │ ├── models_cubicmap.c │ │ ├── models_cubicmap.png │ │ ├── models_draw_cube_texture.c │ │ ├── models_draw_cube_texture.png │ │ ├── models_first_person_maze.c │ │ ├── models_first_person_maze.png │ │ ├── models_geometric_shapes.c │ │ ├── models_geometric_shapes.png │ │ ├── models_heightmap.c │ │ ├── models_heightmap.png │ │ ├── models_loading.c │ │ ├── models_loading.png │ │ ├── models_loading_gltf.c │ │ ├── models_loading_gltf.png │ │ ├── models_loading_m3d.c │ │ ├── models_loading_m3d.png │ │ ├── models_loading_vox.c │ │ ├── models_loading_vox.png │ │ ├── models_mesh_generation.c │ │ ├── models_mesh_generation.png │ │ ├── models_mesh_picking.c │ │ ├── models_mesh_picking.png │ │ ├── models_orthographic_projection.c │ │ ├── models_orthographic_projection.png │ │ ├── models_rlgl_solar_system.c │ │ ├── models_rlgl_solar_system.png │ │ ├── models_skybox.c │ │ ├── models_skybox.png │ │ ├── models_waving_cubes.c │ │ ├── models_waving_cubes.png │ │ ├── models_yaw_pitch_roll.c │ │ ├── models_yaw_pitch_roll.png │ │ └── resources │ │ │ ├── LICENSE.md │ │ │ ├── billboard.png │ │ │ ├── cubicmap.png │ │ │ ├── cubicmap_atlas.png │ │ │ ├── dresden_square_1k.hdr │ │ │ ├── dresden_square_2k.hdr │ │ │ ├── heightmap.png │ │ │ ├── models │ │ │ ├── gltf │ │ │ │ ├── LICENSE │ │ │ │ ├── raylib_logo_3d.glb │ │ │ │ ├── robot.blend │ │ │ │ └── robot.glb │ │ │ ├── iqm │ │ │ │ ├── guy.blend │ │ │ │ ├── guy.iqm │ │ │ │ ├── guyanim.iqm │ │ │ │ └── guytex.png │ │ │ ├── m3d │ │ │ │ ├── cesium_man.m3d │ │ │ │ ├── seagull.m3d │ │ │ │ └── suzanne.m3d │ │ │ ├── obj │ │ │ │ ├── bridge.obj │ │ │ │ ├── bridge_diffuse.png │ │ │ │ ├── castle.obj │ │ │ │ ├── castle_diffuse.png │ │ │ │ ├── cube.obj │ │ │ │ ├── cube_diffuse.png │ │ │ │ ├── house.obj │ │ │ │ ├── house_diffuse.png │ │ │ │ ├── market.obj │ │ │ │ ├── market_diffuse.png │ │ │ │ ├── plane.obj │ │ │ │ ├── plane_diffuse.png │ │ │ │ ├── turret.obj │ │ │ │ ├── turret_diffuse.png │ │ │ │ ├── well.obj │ │ │ │ └── well_diffuse.png │ │ │ └── vox │ │ │ │ ├── LICENSE │ │ │ │ ├── chr_knight.vox │ │ │ │ ├── chr_sword.vox │ │ │ │ └── monu9.vox │ │ │ ├── shaders │ │ │ ├── glsl100 │ │ │ │ ├── cubemap.fs │ │ │ │ ├── cubemap.vs │ │ │ │ ├── skybox.fs │ │ │ │ └── skybox.vs │ │ │ └── glsl330 │ │ │ │ ├── cubemap.fs │ │ │ │ ├── cubemap.vs │ │ │ │ ├── skybox.fs │ │ │ │ └── skybox.vs │ │ │ └── skybox.png │ ├── others │ │ ├── easings_testbed.c │ │ ├── easings_testbed.png │ │ ├── embedded_files_loading.c │ │ ├── embedded_files_loading.png │ │ ├── external │ │ │ └── include │ │ │ │ ├── GLFW │ │ │ │ ├── glfw3.h │ │ │ │ └── glfw3native.h │ │ │ │ ├── glad.h │ │ │ │ └── glad_gles2.h │ │ ├── raylib_opengl_interop.c │ │ ├── raylib_opengl_interop.png │ │ ├── raymath_vector_angle.c │ │ ├── raymath_vector_angle.png │ │ ├── reasings.h │ │ ├── resources │ │ │ ├── audio_data.h │ │ │ ├── image_data.h │ │ │ └── shaders │ │ │ │ ├── glsl100 │ │ │ │ ├── point_particle.fs │ │ │ │ └── point_particle.vs │ │ │ │ ├── glsl330 │ │ │ │ ├── point_particle.fs │ │ │ │ └── point_particle.vs │ │ │ │ └── glsl430 │ │ │ │ ├── gol.glsl │ │ │ │ ├── gol_render.glsl │ │ │ │ └── gol_transfert.glsl │ │ ├── rlgl_compute_shader.c │ │ ├── rlgl_compute_shader.png │ │ ├── rlgl_standalone.c │ │ └── rlgl_standalone.png │ ├── raylib_compile_execute.bat │ ├── raylib_makefile_example.bat │ ├── shaders │ │ ├── resources │ │ │ ├── LICENSE.md │ │ │ ├── cubicmap_atlas.png │ │ │ ├── fudesumi.png │ │ │ ├── mask.png │ │ │ ├── models │ │ │ │ ├── barracks.obj │ │ │ │ ├── barracks_diffuse.png │ │ │ │ ├── church.obj │ │ │ │ ├── church_diffuse.png │ │ │ │ ├── watermill.obj │ │ │ │ └── watermill_diffuse.png │ │ │ ├── plasma.png │ │ │ ├── raysan.png │ │ │ ├── shaders │ │ │ │ ├── glsl100 │ │ │ │ │ ├── base.fs │ │ │ │ │ ├── base.vs │ │ │ │ │ ├── bloom.fs │ │ │ │ │ ├── blur.fs │ │ │ │ │ ├── color_mix.fs │ │ │ │ │ ├── cross_hatching.fs │ │ │ │ │ ├── cross_stitching.fs │ │ │ │ │ ├── cubes_panning.fs │ │ │ │ │ ├── depth.fs │ │ │ │ │ ├── distortion.fs │ │ │ │ │ ├── dream_vision.fs │ │ │ │ │ ├── eratosthenes.fs │ │ │ │ │ ├── fisheye.fs │ │ │ │ │ ├── fog.fs │ │ │ │ │ ├── grayscale.fs │ │ │ │ │ ├── hybrid_raster.fs │ │ │ │ │ ├── hybrid_raymarch.fs │ │ │ │ │ ├── julia_set.fs │ │ │ │ │ ├── lighting.fs │ │ │ │ │ ├── lighting.vs │ │ │ │ │ ├── lighting_instancing.vs │ │ │ │ │ ├── mask.fs │ │ │ │ │ ├── outline.fs │ │ │ │ │ ├── palette_switch.fs │ │ │ │ │ ├── pixelizer.fs │ │ │ │ │ ├── posterization.fs │ │ │ │ │ ├── predator.fs │ │ │ │ │ ├── raymarching.fs │ │ │ │ │ ├── reload.fs │ │ │ │ │ ├── scanlines.fs │ │ │ │ │ ├── sobel.fs │ │ │ │ │ ├── spotlight.fs │ │ │ │ │ ├── swirl.fs │ │ │ │ │ ├── tiling.fs │ │ │ │ │ ├── wave.fs │ │ │ │ │ └── write_depth.fs │ │ │ │ ├── glsl120 │ │ │ │ │ ├── base.fs │ │ │ │ │ ├── base.vs │ │ │ │ │ ├── bloom.fs │ │ │ │ │ ├── blur.fs │ │ │ │ │ ├── cross_hatching.fs │ │ │ │ │ ├── cross_stitching.fs │ │ │ │ │ ├── distortion.fs │ │ │ │ │ ├── dream_vision.fs │ │ │ │ │ ├── fisheye.fs │ │ │ │ │ ├── fog.fs │ │ │ │ │ ├── grayscale.fs │ │ │ │ │ ├── lighting.fs │ │ │ │ │ ├── lighting.vs │ │ │ │ │ ├── palette_switch.fs │ │ │ │ │ ├── pixelizer.fs │ │ │ │ │ ├── posterization.fs │ │ │ │ │ ├── predator.fs │ │ │ │ │ ├── scanlines.fs │ │ │ │ │ ├── sobel.fs │ │ │ │ │ └── swirl.fs │ │ │ │ └── glsl330 │ │ │ │ │ ├── base.fs │ │ │ │ │ ├── base.vs │ │ │ │ │ ├── bloom.fs │ │ │ │ │ ├── blur.fs │ │ │ │ │ ├── color_mix.fs │ │ │ │ │ ├── cross_hatching.fs │ │ │ │ │ ├── cross_stitching.fs │ │ │ │ │ ├── cubes_panning.fs │ │ │ │ │ ├── deferred_shading.fs │ │ │ │ │ ├── deferred_shading.vs │ │ │ │ │ ├── depth.fs │ │ │ │ │ ├── distortion.fs │ │ │ │ │ ├── dream_vision.fs │ │ │ │ │ ├── eratosthenes.fs │ │ │ │ │ ├── fisheye.fs │ │ │ │ │ ├── fog.fs │ │ │ │ │ ├── gbuffer.fs │ │ │ │ │ ├── gbuffer.vs │ │ │ │ │ ├── grayscale.fs │ │ │ │ │ ├── hybrid_raster.fs │ │ │ │ │ ├── hybrid_raymarch.fs │ │ │ │ │ ├── julia_set.fs │ │ │ │ │ ├── lighting.fs │ │ │ │ │ ├── lighting.vs │ │ │ │ │ ├── lighting_instancing.vs │ │ │ │ │ ├── lightmap.fs │ │ │ │ │ ├── lightmap.vs │ │ │ │ │ ├── mask.fs │ │ │ │ │ ├── outline.fs │ │ │ │ │ ├── overdraw.fs │ │ │ │ │ ├── palette_switch.fs │ │ │ │ │ ├── pixelizer.fs │ │ │ │ │ ├── posterization.fs │ │ │ │ │ ├── predator.fs │ │ │ │ │ ├── raymarching.fs │ │ │ │ │ ├── reload.fs │ │ │ │ │ ├── scanlines.fs │ │ │ │ │ ├── sobel.fs │ │ │ │ │ ├── spotlight.fs │ │ │ │ │ ├── swirl.fs │ │ │ │ │ ├── tiling.fs │ │ │ │ │ ├── wave.fs │ │ │ │ │ └── write_depth.fs │ │ │ ├── space.png │ │ │ ├── spark_flame.png │ │ │ └── texel_checker.png │ │ ├── rlights.h │ │ ├── shaders_basic_lighting.c │ │ ├── shaders_basic_lighting.png │ │ ├── shaders_custom_uniform.c │ │ ├── shaders_custom_uniform.png │ │ ├── shaders_deferred_render.c │ │ ├── shaders_deferred_render.png │ │ ├── shaders_eratosthenes.c │ │ ├── shaders_eratosthenes.png │ │ ├── shaders_fog.c │ │ ├── shaders_fog.png │ │ ├── shaders_hot_reloading.c │ │ ├── shaders_hot_reloading.png │ │ ├── shaders_hybrid_render.c │ │ ├── shaders_hybrid_render.png │ │ ├── shaders_julia_set.c │ │ ├── shaders_julia_set.png │ │ ├── shaders_lightmap.c │ │ ├── shaders_lightmap.png │ │ ├── shaders_mesh_instancing.c │ │ ├── shaders_mesh_instancing.png │ │ ├── shaders_model_shader.c │ │ ├── shaders_model_shader.png │ │ ├── shaders_multi_sample2d.c │ │ ├── shaders_multi_sample2d.png │ │ ├── shaders_palette_switch.c │ │ ├── shaders_palette_switch.png │ │ ├── shaders_postprocessing.c │ │ ├── shaders_postprocessing.png │ │ ├── shaders_raymarching.c │ │ ├── shaders_raymarching.png │ │ ├── shaders_shapes_textures.c │ │ ├── shaders_shapes_textures.png │ │ ├── shaders_simple_mask.c │ │ ├── shaders_simple_mask.png │ │ ├── shaders_spotlight.c │ │ ├── shaders_spotlight.png │ │ ├── shaders_texture_drawing.c │ │ ├── shaders_texture_drawing.png │ │ ├── shaders_texture_outline.c │ │ ├── shaders_texture_outline.png │ │ ├── shaders_texture_tiling.c │ │ ├── shaders_texture_tiling.png │ │ ├── shaders_texture_waves.c │ │ ├── shaders_texture_waves.png │ │ ├── shaders_write_depth.c │ │ └── shaders_write_depth.png │ ├── shapes │ │ ├── raygui.h │ │ ├── reasings.h │ │ ├── resources │ │ │ └── .gitkeep │ │ ├── shapes_basic_shapes.c │ │ ├── shapes_basic_shapes.png │ │ ├── shapes_bouncing_ball.c │ │ ├── shapes_bouncing_ball.png │ │ ├── shapes_collision_area.c │ │ ├── shapes_collision_area.png │ │ ├── shapes_colors_palette.c │ │ ├── shapes_colors_palette.png │ │ ├── shapes_draw_circle_sector.c │ │ ├── shapes_draw_circle_sector.png │ │ ├── shapes_draw_rectangle_rounded.c │ │ ├── shapes_draw_rectangle_rounded.png │ │ ├── shapes_draw_ring.c │ │ ├── shapes_draw_ring.png │ │ ├── shapes_easings_ball_anim.c │ │ ├── shapes_easings_ball_anim.png │ │ ├── shapes_easings_box_anim.c │ │ ├── shapes_easings_box_anim.png │ │ ├── shapes_easings_rectangle_array.c │ │ ├── shapes_easings_rectangle_array.png │ │ ├── shapes_following_eyes.c │ │ ├── shapes_following_eyes.png │ │ ├── shapes_lines_bezier.c │ │ ├── shapes_lines_bezier.png │ │ ├── shapes_logo_raylib.c │ │ ├── shapes_logo_raylib.png │ │ ├── shapes_logo_raylib_anim.c │ │ ├── shapes_logo_raylib_anim.png │ │ ├── shapes_rectangle_scaling.c │ │ ├── shapes_rectangle_scaling.png │ │ ├── shapes_splines_drawing.c │ │ ├── shapes_splines_drawing.png │ │ ├── shapes_top_down_lights.c │ │ └── shapes_top_down_lights.png │ ├── text │ │ ├── resources │ │ │ ├── DotGothic16-Regular.ttf │ │ │ ├── DotGothic16-Regular_OFL.txt │ │ │ ├── KAISG.ttf │ │ │ ├── LICENSE.md │ │ │ ├── anonymous_pro_bold.ttf │ │ │ ├── custom_alagard.png │ │ │ ├── custom_jupiter_crash.png │ │ │ ├── custom_mecha.png │ │ │ ├── dejavu.fnt │ │ │ ├── dejavu.png │ │ │ ├── fonts │ │ │ │ ├── alagard.png │ │ │ │ ├── alpha_beta.png │ │ │ │ ├── jupiter_crash.png │ │ │ │ ├── mecha.png │ │ │ │ ├── pixantiqua.png │ │ │ │ ├── pixelplay.png │ │ │ │ ├── romulus.png │ │ │ │ └── setback.png │ │ │ ├── noto_cjk.fnt │ │ │ ├── noto_cjk.png │ │ │ ├── pixantiqua.fnt │ │ │ ├── pixantiqua.png │ │ │ ├── pixantiqua.ttf │ │ │ ├── shaders │ │ │ │ ├── glsl100 │ │ │ │ │ ├── alpha_discard.fs │ │ │ │ │ └── sdf.fs │ │ │ │ └── glsl330 │ │ │ │ │ ├── alpha_discard.fs │ │ │ │ │ └── sdf.fs │ │ │ ├── symbola.fnt │ │ │ └── symbola.png │ │ ├── text_codepoints_loading.c │ │ ├── text_codepoints_loading.png │ │ ├── text_draw_3d.c │ │ ├── text_draw_3d.png │ │ ├── text_font_filters.c │ │ ├── text_font_filters.png │ │ ├── text_font_loading.c │ │ ├── text_font_loading.png │ │ ├── text_font_sdf.c │ │ ├── text_font_sdf.png │ │ ├── text_font_spritefont.c │ │ ├── text_font_spritefont.png │ │ ├── text_format_text.c │ │ ├── text_format_text.png │ │ ├── text_input_box.c │ │ ├── text_input_box.png │ │ ├── text_raylib_fonts.c │ │ ├── text_raylib_fonts.png │ │ ├── text_rectangle_bounds.c │ │ ├── text_rectangle_bounds.png │ │ ├── text_unicode.c │ │ ├── text_unicode.png │ │ ├── text_writing_anim.c │ │ └── text_writing_anim.png │ └── textures │ │ ├── resources │ │ ├── KAISG.ttf │ │ ├── LICENSE.md │ │ ├── boom.wav │ │ ├── button.png │ │ ├── buttonfx.wav │ │ ├── cat.png │ │ ├── custom_jupiter_crash.png │ │ ├── cyberpunk_street_background.png │ │ ├── cyberpunk_street_foreground.png │ │ ├── cyberpunk_street_midground.png │ │ ├── explosion.png │ │ ├── fudesumi.png │ │ ├── fudesumi.raw │ │ ├── ninepatch_button.png │ │ ├── parrots.png │ │ ├── patterns.png │ │ ├── raylib_logo.png │ │ ├── road.png │ │ ├── scarfy.png │ │ ├── scarfy_run.gif │ │ ├── spark_flame.png │ │ ├── test.svg │ │ └── wabbit_alpha.png │ │ ├── textures_background_scrolling.c │ │ ├── textures_background_scrolling.png │ │ ├── textures_blend_modes.c │ │ ├── textures_blend_modes.png │ │ ├── textures_bunnymark.c │ │ ├── textures_bunnymark.png │ │ ├── textures_draw_tiled.c │ │ ├── textures_draw_tiled.png │ │ ├── textures_fog_of_war.c │ │ ├── textures_fog_of_war.png │ │ ├── textures_gif_player.c │ │ ├── textures_gif_player.png │ │ ├── textures_image_drawing.c │ │ ├── textures_image_drawing.png │ │ ├── textures_image_generation.c │ │ ├── textures_image_generation.png │ │ ├── textures_image_loading.c │ │ ├── textures_image_loading.png │ │ ├── textures_image_processing.c │ │ ├── textures_image_processing.png │ │ ├── textures_image_rotate.c │ │ ├── textures_image_rotate.png │ │ ├── textures_image_text.c │ │ ├── textures_image_text.png │ │ ├── textures_logo_raylib.c │ │ ├── textures_logo_raylib.png │ │ ├── textures_mouse_painting.c │ │ ├── textures_mouse_painting.png │ │ ├── textures_npatch_drawing.c │ │ ├── textures_npatch_drawing.png │ │ ├── textures_particles_blending.c │ │ ├── textures_particles_blending.png │ │ ├── textures_polygon.c │ │ ├── textures_polygon.png │ │ ├── textures_raw_data.c │ │ ├── textures_raw_data.png │ │ ├── textures_sprite_anim.c │ │ ├── textures_sprite_anim.png │ │ ├── textures_sprite_button.c │ │ ├── textures_sprite_button.png │ │ ├── textures_sprite_explosion.c │ │ ├── textures_sprite_explosion.png │ │ ├── textures_srcrec_dstrec.c │ │ ├── textures_srcrec_dstrec.png │ │ ├── textures_svg_loading.c │ │ ├── textures_svg_loading.png │ │ ├── textures_textured_curve.c │ │ ├── textures_textured_curve.png │ │ ├── textures_to_image.c │ │ └── textures_to_image.png ├── logo │ ├── raylib.ico │ ├── raylib_128x128.png │ ├── raylib_144x144.png │ ├── raylib_16x16.png │ ├── raylib_180x180.png │ ├── raylib_24x24.png │ ├── raylib_256x256.png │ ├── raylib_32x32.png │ ├── raylib_36x36.png │ ├── raylib_48x48.png │ ├── raylib_512x512.png │ ├── raylib_64x64.png │ ├── raylib_72x72.png │ ├── raylib_96x96.png │ └── raylib_logo_animation.gif ├── parser │ ├── LICENSE │ ├── README.md │ ├── output │ │ ├── raylib_api.json │ │ ├── raylib_api.lua │ │ ├── raylib_api.txt │ │ └── raylib_api.xml │ └── raylib_parser.c ├── projects │ ├── 4coder │ │ ├── Makefile.Android │ │ ├── main.c │ │ └── project.4coder │ ├── Builder │ │ ├── README.md │ │ ├── examples │ │ │ ├── README.md │ │ │ └── meson.build │ │ └── meson.build │ ├── CMake │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── core_basic_window.c │ ├── CodeBlocks │ │ ├── README.md │ │ ├── compiler_settings.png │ │ ├── core_basic_window.c │ │ └── core_basic_window.cbp │ ├── Geany │ │ ├── core_basic_window.c │ │ ├── raylib.c.tags │ │ ├── raylib_compile_execute.bat │ │ ├── raylib_compile_sources.bat │ │ └── raylib_project.geany │ ├── Notepad++ │ │ ├── README.md │ │ ├── npes_saved_mingw.txt │ │ ├── npes_saved_tcc.txt │ │ ├── npes_saved_w64devkit.txt │ │ ├── npes_saved_zig.txt │ │ └── raylib_npp_parser │ │ │ ├── raylib_npp.xml │ │ │ ├── raylib_npp_parser.c │ │ │ └── raylib_to_parse.h │ ├── README.md │ ├── SublimeText │ │ ├── README.md │ │ ├── raylib.sublime-build │ │ └── raylib.sublime-project │ ├── VS2019-Android │ │ ├── raylib_android.sln │ │ └── raylib_android │ │ │ ├── raylib_android.NativeActivity │ │ │ ├── android_native_app_glue.c │ │ │ ├── android_native_app_glue.h │ │ │ ├── main.c │ │ │ ├── raylib_android.NativeActivity.vcxproj │ │ │ └── raylib_android.NativeActivity.vcxproj.filters │ │ │ └── raylib_android.Packaging │ │ │ ├── AndroidManifest.xml │ │ │ ├── build.xml │ │ │ ├── project.properties │ │ │ ├── raylib_android.Packaging.androidproj │ │ │ └── res │ │ │ └── values │ │ │ └── strings.xml │ ├── VS2022 │ │ ├── examples │ │ │ ├── audio_mixed_processor.vcxproj │ │ │ ├── audio_module_playing.vcxproj │ │ │ ├── audio_music_stream.vcxproj │ │ │ ├── audio_raw_stream.vcxproj │ │ │ ├── audio_sound_loading.vcxproj │ │ │ ├── audio_sound_multi.vcxproj │ │ │ ├── audio_stream_effects.vcxproj │ │ │ ├── core_2d_camera.vcxproj │ │ │ ├── core_2d_camera_mouse_zoom.vcxproj │ │ │ ├── core_2d_camera_platformer.vcxproj │ │ │ ├── core_2d_camera_split_screen.vcxproj │ │ │ ├── core_3d_camera_first_person.vcxproj │ │ │ ├── core_3d_camera_free.vcxproj │ │ │ ├── core_3d_camera_mode.vcxproj │ │ │ ├── core_3d_camera_split_screen.vcxproj │ │ │ ├── core_3d_picking.vcxproj │ │ │ ├── core_automation_events.vcxproj │ │ │ ├── core_basic_screen_manager.vcxproj │ │ │ ├── core_basic_window.vcxproj │ │ │ ├── core_custom_frame_control.vcxproj │ │ │ ├── core_custom_logging.vcxproj │ │ │ ├── core_drop_files.vcxproj │ │ │ ├── core_input_gamepad.vcxproj │ │ │ ├── core_input_gamepad_info.vcxproj │ │ │ ├── core_input_gestures.vcxproj │ │ │ ├── core_input_keys.vcxproj │ │ │ ├── core_input_mouse.vcxproj │ │ │ ├── core_input_mouse_wheel.vcxproj │ │ │ ├── core_input_multitouch.vcxproj │ │ │ ├── core_loading_thread.vcxproj │ │ │ ├── core_random_values.vcxproj │ │ │ ├── core_scissor_test.vcxproj │ │ │ ├── core_smooth_pixelperfect.vcxproj │ │ │ ├── core_storage_values.vcxproj │ │ │ ├── core_vr_simulator.vcxproj │ │ │ ├── core_window_flags.vcxproj │ │ │ ├── core_window_letterbox.vcxproj │ │ │ ├── core_window_should_close.vcxproj │ │ │ ├── core_world_screen.vcxproj │ │ │ ├── easings_testbed.vcxproj │ │ │ ├── embedded_files_loading.vcxproj │ │ │ ├── models_animation.vcxproj │ │ │ ├── models_billboard.vcxproj │ │ │ ├── models_box_collisions.vcxproj │ │ │ ├── models_cubicmap.vcxproj │ │ │ ├── models_draw_cube_texture.vcxproj │ │ │ ├── models_first_person_maze.vcxproj │ │ │ ├── models_geometric_shapes.vcxproj │ │ │ ├── models_heightmap.vcxproj │ │ │ ├── models_loading.vcxproj │ │ │ ├── models_loading_gltf.vcxproj │ │ │ ├── models_loading_m3d.vcxproj │ │ │ ├── models_loading_vox.vcxproj │ │ │ ├── models_mesh_generation.vcxproj │ │ │ ├── models_mesh_picking.vcxproj │ │ │ ├── models_orthographic_projection.vcxproj │ │ │ ├── models_rlgl_solar_system.vcxproj │ │ │ ├── models_skybox.vcxproj │ │ │ ├── models_waving_cubes.vcxproj │ │ │ ├── models_yaw_pitch_roll.vcxproj │ │ │ ├── rlgl_compute_shaders.vcxproj │ │ │ ├── rlgl_standalone.vcxproj │ │ │ ├── shaders_basic_lighting.vcxproj │ │ │ ├── shaders_custom_uniform.vcxproj │ │ │ ├── shaders_deferred_render.vcxproj │ │ │ ├── shaders_eratosthenes.vcxproj │ │ │ ├── shaders_fog.vcxproj │ │ │ ├── shaders_hot_reloading.vcxproj │ │ │ ├── shaders_hybrid_render.vcxproj │ │ │ ├── shaders_julia_set.vcxproj │ │ │ ├── shaders_mesh_instancing.vcxproj │ │ │ ├── shaders_model_shader.vcxproj │ │ │ ├── shaders_multi_sample2d.vcxproj │ │ │ ├── shaders_palette_switch.vcxproj │ │ │ ├── shaders_postprocessing.vcxproj │ │ │ ├── shaders_raymarching.vcxproj │ │ │ ├── shaders_shapes_textures.vcxproj │ │ │ ├── shaders_simple_mask.vcxproj │ │ │ ├── shaders_spotlight.vcxproj │ │ │ ├── shaders_texture_drawing.vcxproj │ │ │ ├── shaders_texture_outline.vcxproj │ │ │ ├── shaders_texture_tiling.vcxproj │ │ │ ├── shaders_texture_waves.vcxproj │ │ │ ├── shaders_write_depth.vcxproj │ │ │ ├── shapes_basic_shapes.vcxproj │ │ │ ├── shapes_bouncing_ball.vcxproj │ │ │ ├── shapes_collision_area.vcxproj │ │ │ ├── shapes_colors_palette.vcxproj │ │ │ ├── shapes_draw_circle_sector.vcxproj │ │ │ ├── shapes_draw_rectangle_rounded.vcxproj │ │ │ ├── shapes_draw_ring.vcxproj │ │ │ ├── shapes_easings_ball_anim.vcxproj │ │ │ ├── shapes_easings_box_anim.vcxproj │ │ │ ├── shapes_easings_rectangle_array.vcxproj │ │ │ ├── shapes_following_eyes.vcxproj │ │ │ ├── shapes_lines_bezier.vcxproj │ │ │ ├── shapes_logo_raylib.vcxproj │ │ │ ├── shapes_logo_raylib_anim.vcxproj │ │ │ ├── shapes_rectangle_scaling.vcxproj │ │ │ ├── shapes_splines_drawing.vcxproj │ │ │ ├── shapes_top_down_lights.vcxproj │ │ │ ├── text_codepoints_loading.vcxproj │ │ │ ├── text_draw_3d.vcxproj │ │ │ ├── text_font_filters.vcxproj │ │ │ ├── text_font_loading.vcxproj │ │ │ ├── text_font_sdf.vcxproj │ │ │ ├── text_font_spritefont.vcxproj │ │ │ ├── text_format_text.vcxproj │ │ │ ├── text_input_box.vcxproj │ │ │ ├── text_raylib_fonts.vcxproj │ │ │ ├── text_rectangle_bounds.vcxproj │ │ │ ├── text_unicode.vcxproj │ │ │ ├── text_writing_anim.vcxproj │ │ │ ├── textures_background_scrolling.vcxproj │ │ │ ├── textures_blend_modes.vcxproj │ │ │ ├── textures_bunnymark.vcxproj │ │ │ ├── textures_draw_tiled.vcxproj │ │ │ ├── textures_fog_of_war.vcxproj │ │ │ ├── textures_gif_player.vcxproj │ │ │ ├── textures_image_drawing.vcxproj │ │ │ ├── textures_image_generation.vcxproj │ │ │ ├── textures_image_loading.vcxproj │ │ │ ├── textures_image_processing.vcxproj │ │ │ ├── textures_image_text.vcxproj │ │ │ ├── textures_logo_raylib.vcxproj │ │ │ ├── textures_mouse_painting.vcxproj │ │ │ ├── textures_npatch_drawing.vcxproj │ │ │ ├── textures_particles_blending.vcxproj │ │ │ ├── textures_polygon.vcxproj │ │ │ ├── textures_raw_data.vcxproj │ │ │ ├── textures_sprite_anim.vcxproj │ │ │ ├── textures_sprite_button.vcxproj │ │ │ ├── textures_sprite_explosion.vcxproj │ │ │ ├── textures_srcrec_dstrec.vcxproj │ │ │ ├── textures_svg_loading.vcxproj │ │ │ ├── textures_textured_curve.vcxproj │ │ │ └── textures_to_image.vcxproj │ │ ├── raylib.sln │ │ └── raylib │ │ │ └── raylib.vcxproj │ ├── VSCode │ │ ├── Makefile.Android │ │ ├── main.c │ │ ├── main.code-workspace │ │ └── resources │ │ │ └── LICENSE │ └── scripts │ │ ├── README.md │ │ ├── build-linux.sh │ │ ├── build-osx.sh │ │ ├── build-rpi.sh │ │ ├── build-windows.bat │ │ └── core_basic_window.c ├── raylib.pc.in └── src │ ├── CMakeLists.txt │ ├── build.zig │ ├── config.h │ ├── external │ ├── cgltf.h │ ├── dirent.h │ ├── dr_flac.h │ ├── dr_mp3.h │ ├── dr_wav.h │ ├── glad.h │ ├── glad_gles2.h │ ├── glfw │ │ ├── .mailmap │ │ ├── CMake │ │ │ ├── GenerateMappings.cmake │ │ │ ├── Info.plist.in │ │ │ ├── cmake_uninstall.cmake.in │ │ │ ├── glfw3.pc.in │ │ │ ├── glfw3Config.cmake.in │ │ │ ├── i686-w64-mingw32-clang.cmake │ │ │ ├── i686-w64-mingw32.cmake │ │ │ ├── modules │ │ │ │ ├── FindEpollShim.cmake │ │ │ │ └── FindOSMesa.cmake │ │ │ ├── x86_64-w64-mingw32-clang.cmake │ │ │ └── x86_64-w64-mingw32.cmake │ │ ├── CMakeLists.txt │ │ ├── CONTRIBUTORS.md │ │ ├── LICENSE.md │ │ ├── README.md │ │ ├── deps │ │ │ ├── getopt.c │ │ │ ├── getopt.h │ │ │ ├── glad │ │ │ │ ├── gl.h │ │ │ │ ├── gles2.h │ │ │ │ └── vulkan.h │ │ │ ├── mingw │ │ │ │ ├── _mingw_dxhelper.h │ │ │ │ ├── dinput.h │ │ │ │ └── xinput.h │ │ │ └── vs2008 │ │ │ │ └── stdint.h │ │ ├── include │ │ │ └── GLFW │ │ │ │ ├── glfw3.h │ │ │ │ └── glfw3native.h │ │ └── src │ │ │ ├── CMakeLists.txt │ │ │ ├── cocoa_init.m │ │ │ ├── cocoa_joystick.h │ │ │ ├── cocoa_joystick.m │ │ │ ├── cocoa_monitor.m │ │ │ ├── cocoa_platform.h │ │ │ ├── cocoa_time.c │ │ │ ├── cocoa_time.h │ │ │ ├── cocoa_window.m │ │ │ ├── context.c │ │ │ ├── egl_context.c │ │ │ ├── glfw.rc.in │ │ │ ├── glx_context.c │ │ │ ├── init.c │ │ │ ├── input.c │ │ │ ├── internal.h │ │ │ ├── linux_joystick.c │ │ │ ├── linux_joystick.h │ │ │ ├── mappings.h │ │ │ ├── mappings.h.in │ │ │ ├── monitor.c │ │ │ ├── nsgl_context.m │ │ │ ├── null_init.c │ │ │ ├── null_joystick.c │ │ │ ├── null_joystick.h │ │ │ ├── null_monitor.c │ │ │ ├── null_platform.h │ │ │ ├── null_window.c │ │ │ ├── osmesa_context.c │ │ │ ├── platform.c │ │ │ ├── platform.h │ │ │ ├── posix_module.c │ │ │ ├── posix_poll.c │ │ │ ├── posix_poll.h │ │ │ ├── posix_thread.c │ │ │ ├── posix_thread.h │ │ │ ├── posix_time.c │ │ │ ├── posix_time.h │ │ │ ├── vulkan.c │ │ │ ├── wgl_context.c │ │ │ ├── win32_init.c │ │ │ ├── win32_joystick.c │ │ │ ├── win32_joystick.h │ │ │ ├── win32_module.c │ │ │ ├── win32_monitor.c │ │ │ ├── win32_platform.h │ │ │ ├── win32_thread.c │ │ │ ├── win32_thread.h │ │ │ ├── win32_time.c │ │ │ ├── win32_time.h │ │ │ ├── win32_window.c │ │ │ ├── window.c │ │ │ ├── wl_init.c │ │ │ ├── wl_monitor.c │ │ │ ├── wl_platform.h │ │ │ ├── wl_window.c │ │ │ ├── x11_init.c │ │ │ ├── x11_monitor.c │ │ │ ├── x11_platform.h │ │ │ ├── x11_window.c │ │ │ ├── xkb_unicode.c │ │ │ └── xkb_unicode.h │ ├── jar_mod.h │ ├── jar_xm.h │ ├── m3d.h │ ├── miniaudio.h │ ├── msf_gif.h │ ├── nanosvg.h │ ├── nanosvgrast.h │ ├── par_shapes.h │ ├── qoa.h │ ├── qoaplay.c │ ├── qoi.h │ ├── rl_gputex.h │ ├── rprand.h │ ├── sdefl.h │ ├── sinfl.h │ ├── stb_image.h │ ├── stb_image_resize2.h │ ├── stb_image_write.h │ ├── stb_perlin.h │ ├── stb_rect_pack.h │ ├── stb_truetype.h │ ├── stb_vorbis.c │ ├── tinyobj_loader_c.h │ └── vox_loader.h │ ├── minshell.html │ ├── platforms │ ├── rcore_android.c │ ├── rcore_desktop.c │ ├── rcore_desktop_sdl.c │ ├── rcore_drm.c │ ├── rcore_template.c │ └── rcore_web.c │ ├── raudio.c │ ├── raylib.dll.rc │ ├── raylib.dll.rc.data │ ├── raylib.h │ ├── raylib.ico │ ├── raylib.rc │ ├── raylib.rc.data │ ├── raymath.h │ ├── rcamera.h │ ├── rcore.c │ ├── rgestures.h │ ├── rglfw.c │ ├── rlgl.h │ ├── rmodels.c │ ├── rshapes.c │ ├── rtext.c │ ├── rtextures.c │ ├── shell.html │ ├── utils.c │ └── utils.h └── rlImGui ├── .gitignore ├── CMakeLists.txt ├── LICENSE ├── README.md ├── examples ├── asset_browser │ ├── asset_browser.cpp │ ├── asset_browser.h │ ├── imgui_utils.cpp │ ├── imgui_utils.h │ ├── item_view.h │ ├── item_views.cpp │ └── main.cpp ├── docking_example.cpp ├── editor.cpp ├── imgui_style_example.cpp └── simple.cpp ├── extras ├── FA6FreeSolidFontData.h ├── FontAwsome_LICENSE.txt └── IconsFontAwesome6.h ├── imgui_impl_raylib.h ├── premake-VisualStudio.bat ├── premake-mingw.bat ├── premake5 ├── premake5.lua ├── premake5.osx ├── raylib_premake5.lua ├── resources ├── driusstraight.ttf └── parrots.png ├── rlImGui.cpp ├── rlImGui.h └── rlImGuiColors.h /.gitignore: -------------------------------------------------------------------------------- 1 | /out 2 | bin/ 3 | build/ 4 | /.vs 5 | .idea/ 6 | CMakeSettings.json 7 | Makefile -------------------------------------------------------------------------------- /include/test.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | //you would add header files in this folder -------------------------------------------------------------------------------- /resources/License.txt: -------------------------------------------------------------------------------- 1 | 2 | 3 | Animal Pack (1.0) 4 | 5 | Created/distributed by Kenney (www.kenney.nl) 6 | 7 | ------------------------------ 8 | 9 | License: (Creative Commons Zero, CC0) 10 | http://creativecommons.org/publicdomain/zero/1.0/ 11 | 12 | This content is free to use in personal, educational and commercial projects. 13 | Support us by crediting Kenney or www.kenney.nl (this is not mandatory) 14 | 15 | ------------------------------ 16 | 17 | Donate: http://support.kenney.nl 18 | Patreon: http://patreon.com/kenney/ 19 | 20 | Follow on Twitter for updates: 21 | http://twitter.com/KenneyNL -------------------------------------------------------------------------------- /resources/rabbit.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/resources/rabbit.png -------------------------------------------------------------------------------- /thirdparty/imgui-docking/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | cmake_minimum_required(VERSION 3.1) 2 | project(imgui) 3 | 4 | add_library(imgui) 5 | target_sources(imgui PRIVATE 6 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui.cpp" 7 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_demo.cpp" 8 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_draw.cpp" 9 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_tables.cpp" 10 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_widgets.cpp" 11 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_glfw.cpp" 12 | "${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_opengl3.cpp" 13 | ) 14 | 15 | target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/imgui") 16 | 17 | 18 | target_link_libraries(imgui PUBLIC raylib_static glfw) 19 | 20 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/.gitattributes: -------------------------------------------------------------------------------- 1 | * text=auto 2 | 3 | *.c text 4 | *.cpp text 5 | *.h text 6 | *.m text 7 | *.mm text 8 | *.md text 9 | *.txt text 10 | *.html text 11 | *.bat text 12 | *.frag text 13 | *.vert text 14 | *.mkb text 15 | *.icf text 16 | 17 | *.sln text eol=crlf 18 | *.vcxproj text eol=crlf 19 | *.vcxproj.filters text eol=crlf 20 | *.natvis text eol=crlf 21 | 22 | Makefile text eol=lf 23 | *.sh text eol=lf 24 | *.pbxproj text eol=lf 25 | *.storyboard text eol=lf 26 | *.plist text eol=lf 27 | 28 | *.png binary 29 | *.ttf binary 30 | *.lib binary 31 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/backends/vulkan/generate_spv.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | ## -V: create SPIR-V binary 3 | ## -x: save binary output as text-based 32-bit hexadecimal numbers 4 | ## -o: output file 5 | glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag 6 | glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert 7 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/backends/vulkan/glsl_shader.frag: -------------------------------------------------------------------------------- 1 | #version 450 core 2 | layout(location = 0) out vec4 fColor; 3 | 4 | layout(set=0, binding=0) uniform sampler2D sTexture; 5 | 6 | layout(location = 0) in struct { 7 | vec4 Color; 8 | vec2 UV; 9 | } In; 10 | 11 | void main() 12 | { 13 | fColor = In.Color * texture(sTexture, In.UV.st); 14 | } 15 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/backends/vulkan/glsl_shader.vert: -------------------------------------------------------------------------------- 1 | #version 450 core 2 | layout(location = 0) in vec2 aPos; 3 | layout(location = 1) in vec2 aUV; 4 | layout(location = 2) in vec4 aColor; 5 | 6 | layout(push_constant) uniform uPushConstant { 7 | vec2 uScale; 8 | vec2 uTranslate; 9 | } pc; 10 | 11 | out gl_PerVertex { 12 | vec4 gl_Position; 13 | }; 14 | 15 | layout(location = 0) out struct { 16 | vec4 Color; 17 | vec2 UV; 18 | } Out; 19 | 20 | void main() 21 | { 22 | Out.Color = aColor; 23 | Out.UV = aUV; 24 | gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); 25 | } 26 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/README.txt: -------------------------------------------------------------------------------- 1 | See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs 2 | 3 | Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). 4 | Examples = Standalone applications showcasing integration with platforms/graphics api. 5 | 6 | Some Examples have extra README files in their respective directory, please check them too! 7 | 8 | Once Dear ImGui is running (in either examples or your own application/game/engine), 9 | run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API. 10 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_allegro5/imconfig_allegro5.h: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE 3 | // See imconfig.h for the full template 4 | // Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices 5 | //----------------------------------------------------------------------------- 6 | 7 | #pragma once 8 | 9 | // Use 32-bit vertex indices because Allegro doesn't support 16-bit ones 10 | // This allows us to avoid converting vertices format at runtime 11 | #define ImDrawIdx int 12 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_android_opengl3/android/.gitignore: -------------------------------------------------------------------------------- 1 | .cxx 2 | .externalNativeBuild 3 | build/ 4 | *.iml 5 | 6 | .idea 7 | .gradle 8 | local.properties 9 | 10 | # Android Studio puts a Gradle wrapper here, that we don't want: 11 | gradle/ 12 | gradlew* 13 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 9 | 10 | 15 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_android_opengl3/android/build.gradle: -------------------------------------------------------------------------------- 1 | buildscript { 2 | ext.kotlin_version = '1.8.0' 3 | repositories { 4 | google() 5 | mavenCentral() 6 | 7 | } 8 | dependencies { 9 | classpath 'com.android.tools.build:gradle:7.4.1' 10 | classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" 11 | 12 | } 13 | } 14 | 15 | allprojects { 16 | repositories { 17 | google() 18 | mavenCentral() 19 | } 20 | } 21 | 22 | task clean(type: Delete) { 23 | delete rootProject.buildDir 24 | } 25 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_android_opengl3/android/settings.gradle: -------------------------------------------------------------------------------- 1 | include ':app' 2 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_apple_metal/README.md: -------------------------------------------------------------------------------- 1 | # iOS / OSX Metal example 2 | 3 | ## Introduction 4 | 5 | This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. 6 | 7 | Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one. 8 | 9 | 10 | 11 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_apple_metal/macOS/Info-macOS.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | $(DEVELOPMENT_LANGUAGE) 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIconFile 10 | 11 | CFBundleIdentifier 12 | $(PRODUCT_BUNDLE_IDENTIFIER) 13 | CFBundleInfoDictionaryVersion 14 | 6.0 15 | CFBundleName 16 | imgui 17 | CFBundlePackageType 18 | APPL 19 | CFBundleShortVersionString 20 | 1.0 21 | CFBundleVersion 22 | 1 23 | LSMinimumSystemVersion 24 | $(MACOSX_DEPLOYMENT_TARGET) 25 | NSMainStoryboardFile 26 | MainMenu 27 | NSPrincipalClass 28 | NSApplication 29 | 30 | 31 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_glfw_opengl2/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_glfw_opengl2 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_glfw_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_glfw_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_glfw_vulkan/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_glfw_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 11 | 12 | @set OUT_DIR=Release 13 | mkdir %OUT_DIR% 14 | cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 15 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_glfw_vulkan/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler. 2 | 3 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include 4 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp 5 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib 6 | 7 | @set OUT_DIR=Debug 8 | mkdir %OUT_DIR% 9 | cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 10 | 11 | @set OUT_DIR=Release 12 | mkdir %OUT_DIR% 13 | cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 14 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_null/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | mkdir Debug 3 | cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib 4 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_sdl2_directx11/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_directx11 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_sdl2_opengl2/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_opengl2 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_sdl2_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_sdl2_sdlrenderer/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_sdlrenderer_ 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_sdl2_vulkan/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl2_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_sdl3_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl3_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_win32_directx10/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx10 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_win32_directx11/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx11 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | 10 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_win32_directx12/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here. 3 | @set OUT_DIR=Debug 4 | @set OUT_EXE=example_win32_directx12 5 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" 6 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 7 | @set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib 8 | mkdir Debug 9 | cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 10 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/example_win32_directx9/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx9 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/libs/glfw/COPYING.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) 2002-2006 Marcus Geelnard 2 | Copyright (c) 2006-2010 Camilla Berglund 3 | 4 | This software is provided 'as-is', without any express or implied 5 | warranty. In no event will the authors be held liable for any damages 6 | arising from the use of this software. 7 | 8 | Permission is granted to anyone to use this software for any purpose, 9 | including commercial applications, and to alter it and redistribute it 10 | freely, subject to the following restrictions: 11 | 12 | 1. The origin of this software must not be misrepresented; you must not 13 | claim that you wrote the original software. If you use this software 14 | in a product, an acknowledgment in the product documentation would 15 | be appreciated but is not required. 16 | 17 | 2. Altered source versions must be plainly marked as such, and must not 18 | be misrepresented as being the original software. 19 | 20 | 3. This notice may not be removed or altered from any source 21 | distribution. 22 | 23 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/examples/libs/usynergy/README.txt: -------------------------------------------------------------------------------- 1 | 2 | uSynergy client -- Implementation for the embedded Synergy client library 3 | version 1.0.0, July 7th, 2012 4 | Copyright (c) 2012 Alex Evans 5 | 6 | This is a copy of the files once found at: 7 | https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro 8 | 9 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/README.txt: -------------------------------------------------------------------------------- 1 | 2 | misc/cpp/ 3 | InputText() wrappers for C++ standard library (STL) type: std::string. 4 | This is also an example of how you may wrap your own similar types. 5 | 6 | misc/debuggers/ 7 | Helper files for popular debuggers. 8 | With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. 9 | 10 | misc/fonts/ 11 | Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts). 12 | Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code. 13 | Suggested fonts and links. 14 | 15 | misc/freetype/ 16 | Font atlas builder/rasterizer using FreeType instead of stb_truetype. 17 | Benefit from better FreeType rasterization, in particular for small fonts. 18 | 19 | misc/single_file/ 20 | Single-file header stub. 21 | We use this to validate compiling all *.cpp files in a same compilation unit. 22 | Users of that technique (also called "Unity builds") can generally provide this themselves, 23 | so we don't really recommend you use this in your projects. 24 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/cpp/README.txt: -------------------------------------------------------------------------------- 1 | 2 | imgui_stdlib.h + imgui_stdlib.cpp 3 | InputText() wrappers for C++ standard library (STL) type: std::string. 4 | This is also an example of how you may wrap your own similar types. 5 | 6 | imgui_scoped.h 7 | [Experimental, not currently in main repository] 8 | Additional header file with some RAII-style wrappers for common Dear ImGui functions. 9 | Try by merging: https://github.com/ocornut/imgui/pull/2197 10 | Discuss at: https://github.com/ocornut/imgui/issues/2096 11 | 12 | See more C++ related extension on Wiki 13 | https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness 14 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/cpp/imgui_stdlib.h: -------------------------------------------------------------------------------- 1 | // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) 2 | // This is also an example of how you may wrap your own similar types. 3 | 4 | // Changelog: 5 | // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string 6 | 7 | #pragma once 8 | 9 | #include 10 | 11 | namespace ImGui 12 | { 13 | // ImGui::InputText() with std::string 14 | // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity 15 | IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 16 | IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 17 | IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); 18 | } 19 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/debuggers/README.txt: -------------------------------------------------------------------------------- 1 | 2 | HELPER FILES FOR POPULAR DEBUGGERS 3 | 4 | imgui.gdb 5 | GDB: disable stepping into trivial functions. 6 | (read comments inside file for details) 7 | 8 | imgui.natstepfilter 9 | Visual Studio Debugger: disable stepping into trivial functions. 10 | (read comments inside file for details) 11 | 12 | imgui.natvis 13 | Visual Studio Debugger: describe Dear ImGui types for better display. 14 | With this, types like ImVector<> will be displayed nicely in the debugger. 15 | (read comments inside file for details) 16 | 17 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/debuggers/imgui.gdb: -------------------------------------------------------------------------------- 1 | # GDB configuration to aid debugging experience 2 | 3 | # To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add: 4 | # add-auto-load-safe-path /path/to/imgui.gdb 5 | # source /path/to/imgui.gdb 6 | # 7 | # More Information at: 8 | # * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html 9 | # * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory 10 | 11 | # Disable stepping into trivial functions 12 | skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+ 13 | -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/fonts/Cousine-Regular.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/misc/fonts/Cousine-Regular.ttf -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/fonts/DroidSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/misc/fonts/DroidSans.ttf -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/fonts/Karla-Regular.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/misc/fonts/Karla-Regular.ttf -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/fonts/ProggyClean.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/misc/fonts/ProggyClean.ttf -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/fonts/ProggyTiny.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/misc/fonts/ProggyTiny.ttf -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/fonts/Roboto-Medium.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/imgui-docking/imgui/misc/fonts/Roboto-Medium.ttf -------------------------------------------------------------------------------- /thirdparty/imgui-docking/imgui/misc/single_file/imgui_single_file.h: -------------------------------------------------------------------------------- 1 | // dear imgui: single-file wrapper include 2 | // We use this to validate compiling all *.cpp files in a same compilation unit. 3 | // Users of that technique (also called "Unity builds") can generally provide this themselves, 4 | // so we don't really recommend you use this in your projects. 5 | 6 | // Do this: 7 | // #define IMGUI_IMPLEMENTATION 8 | // Before you include this file in *one* C++ file to create the implementation. 9 | // Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. 10 | 11 | #ifdef IMGUI_IMPLEMENTATION 12 | #define IMGUI_DEFINE_MATH_OPERATORS 13 | #endif 14 | 15 | #include "../../imgui.h" 16 | #ifdef IMGUI_ENABLE_FREETYPE 17 | #include "../../misc/freetype/imgui_freetype.h" 18 | #endif 19 | 20 | #ifdef IMGUI_IMPLEMENTATION 21 | #include "../../imgui.cpp" 22 | #include "../../imgui_demo.cpp" 23 | #include "../../imgui_draw.cpp" 24 | #include "../../imgui_tables.cpp" 25 | #include "../../imgui_widgets.cpp" 26 | #ifdef IMGUI_ENABLE_FREETYPE 27 | #include "../../misc/freetype/imgui_freetype.cpp" 28 | #endif 29 | #endif 30 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | github: raysan5 4 | patreon: # raylib 5 | open_collective: # Replace with a single Open Collective username 6 | ko_fi: # raysan 7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel 8 | custom: # Replace with a single custom sponsorship URL 9 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/.github/ISSUE_TEMPLATE/config.yml: -------------------------------------------------------------------------------- 1 | blank_issues_enabled: false 2 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/.github/workflows/windows_examples.yml: -------------------------------------------------------------------------------- 1 | name: Windows Examples 2 | 3 | on: 4 | workflow_dispatch: 5 | push: 6 | paths: 7 | - 'src/**' 8 | - 'examples/**' 9 | - '.github/workflows/windows_examples.yml' 10 | pull_request: 11 | branches: [ master ] 12 | paths: 13 | - 'src/**' 14 | - 'examples/**' 15 | - '.github/workflows/windows_examples.yml' 16 | 17 | permissions: 18 | contents: read 19 | 20 | jobs: 21 | build: 22 | runs-on: windows-latest 23 | 24 | steps: 25 | - uses: actions/checkout@v3 26 | 27 | - name: Add MSBuild to PATH 28 | uses: microsoft/setup-msbuild@v1 29 | 30 | - name: Build Library (MSVC16) 31 | run: | 32 | cd projects/VS2019 33 | msbuild.exe raylib.sln /property:Configuration=Release /property:Platform=x86 34 | cd ../.. 35 | shell: cmd 36 | 37 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/LICENSE: -------------------------------------------------------------------------------- 1 | Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) 2 | 3 | This software is provided "as-is", without any express or implied warranty. In no event 4 | will the authors be held liable for any damages arising from the use of this software. 5 | 6 | Permission is granted to anyone to use this software for any purpose, including commercial 7 | applications, and to alter it and redistribute it freely, subject to the following restrictions: 8 | 9 | 1. The origin of this software must not be misrepresented; you must not claim that you 10 | wrote the original software. If you use this software in a product, an acknowledgment 11 | in the product documentation would be appreciated but is not required. 12 | 13 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented 14 | as being the original software. 15 | 16 | 3. This notice may not be removed or altered from any source distribution. 17 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/build.zig: -------------------------------------------------------------------------------- 1 | const std = @import("std"); 2 | const raylib = @import("src/build.zig"); 3 | 4 | // This has been tested to work with zig 0.11.0 5 | pub fn build(b: *std.Build) void { 6 | raylib.build(b); 7 | } 8 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/AddIfFlagCompiles.cmake: -------------------------------------------------------------------------------- 1 | include(CheckCCompilerFlag) 2 | function(add_if_flag_compiles flag) 3 | CHECK_C_COMPILER_FLAG("${flag}" COMPILER_HAS_THOSE_TOGGLES) 4 | set(outcome "Failed") 5 | if(COMPILER_HAS_THOSE_TOGGLES) 6 | foreach(var ${ARGN}) 7 | set(${var} "${flag} ${${var}}" PARENT_SCOPE) 8 | endforeach() 9 | set(outcome "compiles") 10 | endif() 11 | message(STATUS "Testing if ${flag} can be used -- ${outcome}") 12 | endfunction() 13 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/BuildOptions.cmake: -------------------------------------------------------------------------------- 1 | if(${PLATFORM} MATCHES "Desktop" AND APPLE) 2 | if(MACOS_FATLIB) 3 | if (CMAKE_OSX_ARCHITECTURES) 4 | message(FATAL_ERROR "User supplied -DCMAKE_OSX_ARCHITECTURES overrides -DMACOS_FATLIB=ON") 5 | else() 6 | set(CMAKE_OSX_ARCHITECTURES "x86_64;i386") 7 | endif() 8 | endif() 9 | endif() 10 | 11 | # This helps support the case where emsdk toolchain file is used 12 | # either by setting it with -DCMAKE_TOOLCHAIN_FILE=/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake 13 | # or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html 14 | if(EMSCRIPTEN) 15 | SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected") 16 | endif() 17 | 18 | # vim: ft=cmake 19 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/EnumOption.cmake: -------------------------------------------------------------------------------- 1 | macro(enum_option var values description) 2 | set(${var}_VALUES ${values}) 3 | list(GET ${var}_VALUES 0 default) 4 | set(${var} "${default}" CACHE STRING "${description}") 5 | set_property(CACHE ${var} PROPERTY STRINGS ${${var}_VALUES}) 6 | if (NOT ";${${var}_VALUES};" MATCHES ";${${var}};") 7 | message(FATAL_ERROR "Unknown value ${${var}}. Only -D${var}=${${var}_VALUES} allowed.") 8 | endif() 9 | endmacro() 10 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/JoinPaths.cmake: -------------------------------------------------------------------------------- 1 | # This module provides function for joining paths 2 | # known from most languages 3 | # 4 | # Original license: 5 | # SPDX-License-Identifier: (MIT OR CC0-1.0) 6 | # Explicit permission given to distribute this module under 7 | # the terms of the project as described in /LICENSE.rst. 8 | # Copyright 2020 Jan Tojnar 9 | # https://github.com/jtojnar/cmake-snips 10 | # 11 | # Modelled after Python’s os.path.join 12 | # https://docs.python.org/3.7/library/os.path.html#os.path.join 13 | # Windows not supported 14 | function(join_paths joined_path first_path_segment) 15 | set(temp_path "${first_path_segment}") 16 | foreach(current_segment IN LISTS ARGN) 17 | if(NOT ("${current_segment}" STREQUAL "")) 18 | if(IS_ABSOLUTE "${current_segment}") 19 | set(temp_path "${current_segment}") 20 | else() 21 | set(temp_path "${temp_path}/${current_segment}") 22 | endif() 23 | endif() 24 | endforeach() 25 | set(${joined_path} "${temp_path}" PARENT_SCOPE) 26 | endfunction() 27 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/LibraryPathToLinkerFlags.cmake: -------------------------------------------------------------------------------- 1 | function(library_path_to_linker_flags LD_FLAGS LIB_PATHS) 2 | foreach(L ${LIB_PATHS}) 3 | get_filename_component(DIR ${L} PATH) 4 | get_filename_component(LIBFILE ${L} NAME_WE) 5 | STRING(REGEX REPLACE "^lib" "" FILE ${LIBFILE}) 6 | 7 | if (${L} MATCHES "[.]framework$") 8 | set(FILE_OPT "-framework ${FILE}") 9 | set(DIR_OPT "-F${DIR}") 10 | else() 11 | set(FILE_OPT "-l${FILE}") 12 | set(DIR_OPT "-L${DIR}") 13 | endif() 14 | 15 | if ("${DIR}" STREQUAL "" OR "${DIR}" STREQUAL "${LASTDIR}") 16 | set (DIR_OPT "") 17 | endif() 18 | 19 | set(LASTDIR ${DIR}) 20 | 21 | set(${LD_FLAGS} ${${LD_FLAGS}} ${DIR_OPT} ${FILE_OPT} PARENT_SCOPE) 22 | string (REPLACE ";" " " ${LD_FLAGS} "${${LD_FLAGS}}") 23 | endforeach() 24 | endfunction() 25 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/PopulateConfigVariablesLocally.cmake: -------------------------------------------------------------------------------- 1 | macro(populate_config_variables_locally target) 2 | get_property(raylib_INCLUDE_DIRS TARGET ${target} PROPERTY INTERFACE_INCLUDE_DIRECTORIES) 3 | #get_property(raylib_LIBRARIES TARGET ${target} PROPERTY LOCATION) # only works for SHARED 4 | get_property(raylib_LDFLAGS TARGET ${target} PROPERTY INTERFACE_LINK_LIBRARIES) 5 | get_property(raylib_DEFINITIONS TARGET ${target} PROPERTY DEFINITIONS) 6 | 7 | set(raylib_INCLUDE_DIRS "${raylib_INCLUDE_DIRS}" PARENT_SCOPE) 8 | #set(raylib_LIBRARIES "${raylib_INCLUDE_DIRS}" PARENT_SCOPE) 9 | set(raylib_LDFLAGS "${raylib_LDFLAGS}" PARENT_SCOPE) 10 | set(raylib_DEFINITIONS "${raylib_DEFINITIONS}" PARENT_SCOPE) 11 | endmacro() 12 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/Uninstall.cmake: -------------------------------------------------------------------------------- 1 | if(NOT EXISTS "@CMAKE_BINARY_DIR@/install_manifest.txt") 2 | message(FATAL_ERROR "Cannot find install manifest: @CMAKE_BINARY_DIR@/install_manifest.txt") 3 | endif() 4 | 5 | file(READ "@CMAKE_BINARY_DIR@/install_manifest.txt" files) 6 | string(REGEX REPLACE "\n" ";" files "${files}") 7 | foreach(file ${files}) 8 | message(STATUS "Uninstalling $ENV{DESTDIR}${file}") 9 | if(IS_SYMLINK "$ENV{DESTDIR}${file}" OR EXISTS "$ENV{DESTDIR}${file}") 10 | exec_program( 11 | "@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\"" 12 | OUTPUT_VARIABLE rm_out 13 | RETURN_VALUE rm_retval 14 | ) 15 | if(NOT "${rm_retval}" STREQUAL 0) 16 | message(FATAL_ERROR "Problem when removing $ENV{DESTDIR}${file}") 17 | endif() 18 | else(IS_SYMLINK "$ENV{DESTDIR}${file}" OR EXISTS "$ENV{DESTDIR}${file}") 19 | message(STATUS "File $ENV{DESTDIR}${file} does not exist.") 20 | endif() 21 | endforeach() 22 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/cmake/raylib-config-version.cmake: -------------------------------------------------------------------------------- 1 | set(PACKAGE_VERSION "@PROJECT_VERSION@") 2 | 3 | if(PACKAGE_FIND_VERSION VERSION_EQUAL PACKAGE_VERSION) 4 | set(PACKAGE_VERSION_EXACT TRUE) 5 | endif() 6 | if(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION) 7 | set(PACKAGE_VERSION_COMPATIBLE TRUE) 8 | else(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION) 9 | set(PACKAGE_VERSION_UNSUITABLE TRUE) 10 | endif(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION) 11 | 12 | # if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it: 13 | if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "@CMAKE_SIZEOF_VOID_P@" STREQUAL "") 14 | return() 15 | endif() 16 | 17 | if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "@CMAKE_SIZEOF_VOID_P@") 18 | math(EXPR installedBits "8 * 8") 19 | set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)") 20 | set(PACKAGE_VERSION_UNSUITABLE TRUE) 21 | endif() 22 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/audio/audio_mixed_processor.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/audio/audio_mixed_processor.png -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/audio/audio_module_playing.png: -------------------------------------------------------------------------------- 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https://github.com/ephtracy/voxel-model 4 | 5 | - chr_knight.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_knight.vox 6 | - chr_sword.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_sword.vox 7 | - monu9.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/monument/monu9.vox 8 | 9 | Worth mentioning there is no license specified for the models yet: https://github.com/ephtracy/voxel-model/issues/22 10 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/models/vox/chr_knight.vox: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/models/resources/models/vox/chr_knight.vox -------------------------------------------------------------------------------- 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precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec3 fragPosition; 7 | 8 | // Input uniform values 9 | uniform sampler2D equirectangularMap; 10 | 11 | vec2 SampleSphericalMap(vec3 v) 12 | { 13 | vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); 14 | uv *= vec2(0.1591, 0.3183); 15 | uv += 0.5; 16 | return uv; 17 | } 18 | 19 | void main() 20 | { 21 | // Normalize local position 22 | vec2 uv = SampleSphericalMap(normalize(fragPosition)); 23 | 24 | // Fetch color from texture map 25 | vec3 color = texture2D(equirectangularMap, uv).rgb; 26 | 27 | // Calculate final fragment color 28 | gl_FragColor = vec4(color, 1.0); 29 | } 30 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/cubemap.vs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | // Input vertex attributes 4 | attribute vec3 vertexPosition; 5 | 6 | // Input uniform values 7 | uniform mat4 matProjection; 8 | uniform mat4 matView; 9 | 10 | // Output vertex attributes (to fragment shader) 11 | varying vec3 fragPosition; 12 | 13 | void main() 14 | { 15 | // Calculate fragment position based on model transformations 16 | fragPosition = vertexPosition; 17 | 18 | // Calculate final vertex position 19 | gl_Position = matProjection*matView*vec4(vertexPosition, 1.0); 20 | } 21 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/skybox.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec3 fragPosition; 7 | 8 | // Input uniform values 9 | uniform samplerCube environmentMap; 10 | uniform bool vflipped; 11 | uniform bool doGamma; 12 | 13 | void main() 14 | { 15 | // Fetch color from texture map 16 | vec4 texelColor = vec4(0.0); 17 | 18 | if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)); 19 | else texelColor = textureCube(environmentMap, fragPosition); 20 | 21 | vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z); 22 | 23 | if (doGamma) // Apply gamma correction 24 | { 25 | color = color/(color + vec3(1.0)); 26 | color = pow(color, vec3(1.0/2.2)); 27 | } 28 | 29 | // Calculate final fragment color 30 | gl_FragColor = vec4(color, 1.0); 31 | } 32 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/skybox.vs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | // Input vertex attributes 4 | attribute vec3 vertexPosition; 5 | 6 | // Input uniform values 7 | uniform mat4 matProjection; 8 | uniform mat4 matView; 9 | 10 | // Output vertex attributes (to fragment shader) 11 | varying vec3 fragPosition; 12 | 13 | void main() 14 | { 15 | // Calculate fragment position based on model transformations 16 | fragPosition = vertexPosition; 17 | 18 | // Remove translation from the view matrix 19 | mat4 rotView = mat4(mat3(matView)); 20 | vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0); 21 | 22 | // Calculate final vertex position 23 | gl_Position = clipPos; 24 | } 25 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/cubemap.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec3 fragPosition; 5 | 6 | // Input uniform values 7 | uniform sampler2D equirectangularMap; 8 | 9 | // Output fragment color 10 | out vec4 finalColor; 11 | 12 | vec2 SampleSphericalMap(vec3 v) 13 | { 14 | vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); 15 | uv *= vec2(0.1591, 0.3183); 16 | uv += 0.5; 17 | return uv; 18 | } 19 | 20 | void main() 21 | { 22 | // Normalize local position 23 | vec2 uv = SampleSphericalMap(normalize(fragPosition)); 24 | 25 | // Fetch color from texture map 26 | vec3 color = texture(equirectangularMap, uv).rgb; 27 | 28 | // Calculate final fragment color 29 | finalColor = vec4(color, 1.0); 30 | } 31 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/cubemap.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | 6 | // Input uniform values 7 | uniform mat4 matProjection; 8 | uniform mat4 matView; 9 | 10 | // Output vertex attributes (to fragment shader) 11 | out vec3 fragPosition; 12 | 13 | void main() 14 | { 15 | // Calculate fragment position based on model transformations 16 | fragPosition = vertexPosition; 17 | 18 | // Calculate final vertex position 19 | gl_Position = matProjection*matView*vec4(vertexPosition, 1.0); 20 | } 21 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/skybox.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec3 fragPosition; 5 | 6 | // Input uniform values 7 | uniform samplerCube environmentMap; 8 | uniform bool vflipped; 9 | uniform bool doGamma; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | void main() 15 | { 16 | // Fetch color from texture map 17 | vec3 color = vec3(0.0); 18 | 19 | if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb; 20 | else color = texture(environmentMap, fragPosition).rgb; 21 | 22 | if (doGamma)// Apply gamma correction 23 | { 24 | color = color/(color + vec3(1.0)); 25 | color = pow(color, vec3(1.0/2.2)); 26 | } 27 | 28 | // Calculate final fragment color 29 | finalColor = vec4(color, 1.0); 30 | } 31 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/skybox.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | 6 | // Input uniform values 7 | uniform mat4 matProjection; 8 | uniform mat4 matView; 9 | 10 | // Output vertex attributes (to fragment shader) 11 | out vec3 fragPosition; 12 | 13 | void main() 14 | { 15 | // Calculate fragment position based on model transformations 16 | fragPosition = vertexPosition; 17 | 18 | // Remove translation from the view matrix 19 | mat4 rotView = mat4(mat3(matView)); 20 | vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0); 21 | 22 | // Calculate final vertex position 23 | gl_Position = clipPos; 24 | } 25 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/models/resources/skybox.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/models/resources/skybox.png -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/easings_testbed.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/others/easings_testbed.png -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/embedded_files_loading.png: 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(0, 0) is the top left, (1, 1) the bottom right corner. 14 | // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges. 15 | gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0)); 16 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/resources/shaders/glsl100/point_particle.vs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | // Input vertex attributes 4 | attribute vec3 vertexPosition; 5 | 6 | // Input uniform values 7 | uniform mat4 mvp; 8 | uniform float currentTime; 9 | 10 | // NOTE: Add here your custom variables 11 | 12 | void main() 13 | { 14 | // Unpack data from vertexPosition 15 | vec2 pos = vertexPosition.xy; 16 | float period = vertexPosition.z; 17 | 18 | // Calculate final vertex position (jiggle it around a bit horizontally) 19 | pos += vec2(100.0, 0.0) * sin(period * currentTime); 20 | gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0); 21 | 22 | // Calculate the screen space size of this particle (also vary it over time) 23 | gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime)); 24 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/resources/shaders/glsl330/point_particle.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input uniform values 4 | uniform vec4 color; 5 | 6 | // Output fragment color 7 | out vec4 finalColor; 8 | 9 | // NOTE: Add here your custom variables 10 | 11 | void main() 12 | { 13 | // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of 14 | // it. (0, 0) is the top left, (1, 1) the bottom right corner. 15 | // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges. 16 | finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2)); 17 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/resources/shaders/glsl330/point_particle.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | 6 | // Input uniform values 7 | uniform mat4 mvp; 8 | uniform float currentTime; 9 | 10 | // NOTE: Add here your custom variables 11 | 12 | void main() 13 | { 14 | // Unpack data from vertexPosition 15 | vec2 pos = vertexPosition.xy; 16 | float period = vertexPosition.z; 17 | 18 | // Calculate final vertex position (jiggle it around a bit horizontally) 19 | pos += vec2(100, 0) * sin(period * currentTime); 20 | gl_Position = mvp * vec4(pos, 0.0, 1.0); 21 | 22 | // Calculate the screen space size of this particle (also vary it over time) 23 | gl_PointSize = 10 - 5 * abs(sin(period * currentTime)); 24 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/resources/shaders/glsl430/gol_render.glsl: -------------------------------------------------------------------------------- 1 | #version 430 2 | 3 | // Game of Life rendering shader 4 | // Just renders the content of the ssbo at binding 1 to screen 5 | 6 | #define GOL_WIDTH 768 7 | 8 | // Input vertex attributes (from vertex shader) 9 | in vec2 fragTexCoord; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // Input game of life grid. 15 | layout(std430, binding = 1) readonly buffer golLayout 16 | { 17 | uint golBuffer[]; 18 | }; 19 | 20 | // Output resolution 21 | uniform vec2 resolution; 22 | 23 | void main() 24 | { 25 | ivec2 coords = ivec2(fragTexCoord*resolution); 26 | 27 | if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0); 28 | else finalColor = vec4(0.0, 0.0, 0.0, 1.0); 29 | } 30 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/rlgl_compute_shader.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/others/rlgl_compute_shader.png -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/others/rlgl_standalone.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/others/rlgl_standalone.png 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despite file not changed 23 | mingw32-make %FILENAME% -B PLATFORM=PLATFORM_DESKTOP 24 | :: . 25 | :: > Executing program 26 | :: ------------------------- 27 | cmd /c if exist %FILENAME_FULL_PATH%.exe %FILENAME_FULL_PATH%.exe 28 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/cubicmap_atlas.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/shaders/resources/cubicmap_atlas.png -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/fudesumi.png: -------------------------------------------------------------------------------- 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fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | void main() 16 | { 17 | // Texel color fetching from texture sampler 18 | vec4 texelColor = texture2D(texture0, fragTexCoord); 19 | 20 | // NOTE: Implement here your fragment shader code 21 | 22 | gl_FragColor = texelColor*colDiffuse; 23 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/base.vs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | // Input vertex attributes 4 | attribute vec3 vertexPosition; 5 | attribute vec2 vertexTexCoord; 6 | attribute vec3 vertexNormal; 7 | attribute vec4 vertexColor; 8 | 9 | // Input uniform values 10 | uniform mat4 mvp; 11 | 12 | // Output vertex attributes (to fragment shader) 13 | varying vec2 fragTexCoord; 14 | varying vec4 fragColor; 15 | 16 | // NOTE: Add here your custom variables 17 | 18 | void main() 19 | { 20 | // Send vertex attributes to fragment shader 21 | fragTexCoord = vertexTexCoord; 22 | fragColor = vertexColor; 23 | 24 | // Calculate final vertex position 25 | gl_Position = mvp*vec4(vertexPosition, 1.0); 26 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/color_mix.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform sampler2D texture1; 12 | uniform vec4 colDiffuse; 13 | 14 | uniform float divider; 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | vec4 texelColor0 = texture2D(texture0, fragTexCoord); 20 | vec4 texelColor1 = texture2D(texture1, fragTexCoord); 21 | 22 | float x = fract(fragTexCoord.s); 23 | float final = smoothstep(divider - 0.1, divider + 0.1, x); 24 | 25 | gl_FragColor = mix(texelColor0, texelColor1, final); 26 | } 27 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/depth.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; // Depth texture 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | void main() 16 | { 17 | float zNear = 0.01; // camera z near 18 | float zFar = 10.0; // camera z far 19 | float z = texture2D(texture0, fragTexCoord).x; 20 | 21 | // Linearize depth value 22 | float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); 23 | 24 | // Calculate final fragment color 25 | gl_FragColor = vec4(depth, depth, depth, 1.0f); 26 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/fisheye.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | const float PI = 3.1415926535; 16 | 17 | void main() 18 | { 19 | float aperture = 178.0; 20 | float apertureHalf = 0.5 * aperture * (PI / 180.0); 21 | float maxFactor = sin(apertureHalf); 22 | 23 | vec2 uv = vec2(0.0); 24 | vec2 xy = 2.0 * fragTexCoord.xy - 1.0; 25 | float d = length(xy); 26 | 27 | if (d < (2.0 - maxFactor)) 28 | { 29 | d = length(xy * maxFactor); 30 | float z = sqrt(1.0 - d * d); 31 | float r = atan(d, z) / PI; 32 | float phi = atan(xy.y, xy.x); 33 | 34 | uv.x = r * cos(phi) + 0.5; 35 | uv.y = r * sin(phi) + 0.5; 36 | } 37 | else 38 | { 39 | uv = fragTexCoord.xy; 40 | } 41 | 42 | gl_FragColor = texture2D(texture0, uv); 43 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/grayscale.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | void main() 16 | { 17 | // Texel color fetching from texture sampler 18 | vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor; 19 | 20 | // Convert texel color to grayscale using NTSC conversion weights 21 | float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); 22 | 23 | // Calculate final fragment color 24 | gl_FragColor = vec4(gray, gray, gray, texelColor.a); 25 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/hybrid_raster.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | #extension GL_EXT_frag_depth : enable // Extension required for writing depth 3 | precision mediump float; // Precision required for OpenGL ES2 (WebGL) 4 | 5 | varying vec2 fragTexCoord; 6 | varying vec4 fragColor; 7 | 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | void main() 12 | { 13 | vec4 texelColor = texture2D(texture0, fragTexCoord); 14 | gl_FragColor = texelColor*colDiffuse*fragColor; 15 | gl_FragDepthEXT = gl_FragCoord.z; 16 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/lighting_instancing.vs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | // Input vertex attributes 4 | attribute vec3 vertexPosition; 5 | attribute vec2 vertexTexCoord; 6 | attribute vec3 vertexNormal; 7 | attribute vec4 vertexColor; 8 | 9 | attribute mat4 instanceTransform; 10 | 11 | // Input uniform values 12 | uniform mat4 mvp; 13 | uniform mat4 matNormal; 14 | 15 | // Output vertex attributes (to fragment shader) 16 | varying vec3 fragPosition; 17 | varying vec2 fragTexCoord; 18 | varying vec4 fragColor; 19 | varying vec3 fragNormal; 20 | 21 | // NOTE: Add here your custom variables 22 | 23 | void main() 24 | { 25 | // Compute MVP for current instance 26 | mat4 mvpi = mvp*instanceTransform; 27 | 28 | // Send vertex attributes to fragment shader 29 | fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); 30 | fragTexCoord = vertexTexCoord; 31 | fragColor = vertexColor; 32 | fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); 33 | 34 | // Calculate final vertex position 35 | gl_Position = mvpi*vec4(vertexPosition, 1.0); 36 | } 37 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/mask.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform sampler2D mask; 12 | uniform vec4 colDiffuse; 13 | uniform int frame; 14 | 15 | // NOTE: Add here your custom variables 16 | 17 | void main() 18 | { 19 | vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0)); 20 | if (maskColour.r < 0.25) discard; 21 | vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0)); 22 | 23 | gl_FragColor = texelColor*maskColour; 24 | } 25 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/pixelizer.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | // NOTE: Render size values must be passed from code 16 | const float renderWidth = 800.0; 17 | const float renderHeight = 450.0; 18 | 19 | float pixelWidth = 5.0; 20 | float pixelHeight = 5.0; 21 | 22 | void main() 23 | { 24 | float dx = pixelWidth*(1.0/renderWidth); 25 | float dy = pixelHeight*(1.0/renderHeight); 26 | 27 | vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); 28 | 29 | vec3 tc = texture2D(texture0, coord).rgb; 30 | 31 | gl_FragColor = vec4(tc, 1.0); 32 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/posterization.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | float gamma = 0.6; 16 | float numColors = 8.0; 17 | 18 | void main() 19 | { 20 | vec3 color = texture2D(texture0, fragTexCoord.xy).rgb; 21 | 22 | color = pow(color, vec3(gamma, gamma, gamma)); 23 | color = color*numColors; 24 | color = floor(color); 25 | color = color/numColors; 26 | color = pow(color, vec3(1.0/gamma)); 27 | 28 | gl_FragColor = vec4(color, 1.0); 29 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/predator.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | void main() 16 | { 17 | vec3 color = texture2D(texture0, fragTexCoord).rgb; 18 | vec3 colors[3]; 19 | colors[0] = vec3(0.0, 0.0, 1.0); 20 | colors[1] = vec3(1.0, 1.0, 0.0); 21 | colors[2] = vec3(1.0, 0.0, 0.0); 22 | 23 | float lum = (color.r + color.g + color.b)/3.0; 24 | 25 | vec3 tc = vec3(0.0, 0.0, 0.0); 26 | 27 | if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5); 28 | else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5); 29 | 30 | gl_FragColor = vec4(tc, 1.0); 31 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/tiling.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D diffuseMap; 11 | uniform vec4 tiling; 12 | 13 | // NOTE: Add here your custom variables 14 | 15 | void main() 16 | { 17 | vec2 texCoord = fragTexCoord*tiling; 18 | fragColor = texture2D(diffuseMap, texCoord); 19 | 20 | gl_FragColor = fragColor; 21 | } 22 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/wave.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | uniform float seconds; 14 | 15 | uniform vec2 size; 16 | 17 | uniform float freqX; 18 | uniform float freqY; 19 | uniform float ampX; 20 | uniform float ampY; 21 | uniform float speedX; 22 | uniform float speedY; 23 | 24 | void main() { 25 | float pixelWidth = 1.0 / size.x; 26 | float pixelHeight = 1.0 / size.y; 27 | float aspect = pixelHeight / pixelWidth; 28 | float boxLeft = 0.0; 29 | float boxTop = 0.0; 30 | 31 | vec2 p = fragTexCoord; 32 | p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth; 33 | p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight; 34 | 35 | gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor; 36 | } 37 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/write_depth.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | #extension GL_EXT_frag_depth : enable 3 | precision mediump float; // Precision required for OpenGL ES2 (WebGL) 4 | 5 | varying vec2 fragTexCoord; 6 | varying vec4 fragColor; 7 | 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | void main() 12 | { 13 | vec4 texelColor = texture2D(texture0, fragTexCoord); 14 | 15 | gl_FragColor = texelColor*colDiffuse*fragColor; 16 | gl_FragDepthEXT = 1.0 - gl_FragCoord.z; 17 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/base.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes (from vertex shader) 4 | varying vec2 fragTexCoord; 5 | varying vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // NOTE: Add here your custom variables 12 | uniform vec2 resolution = vec2(800, 450); 13 | 14 | void main() 15 | { 16 | // Texel color fetching from texture sampler 17 | vec4 texelColor = texture2D(texture0, fragTexCoord); 18 | 19 | // NOTE: Implement here your fragment shader code 20 | 21 | gl_FragColor = texelColor*colDiffuse; 22 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/base.vs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes 4 | attribute vec3 vertexPosition; 5 | attribute vec2 vertexTexCoord; 6 | attribute vec3 vertexNormal; 7 | attribute vec4 vertexColor; 8 | 9 | // Input uniform values 10 | uniform mat4 mvp; 11 | 12 | // Output vertex attributes (to fragment shader) 13 | varying vec2 fragTexCoord; 14 | varying vec4 fragColor; 15 | 16 | // NOTE: Add here your custom variables 17 | 18 | void main() 19 | { 20 | // Send vertex attributes to fragment shader 21 | fragTexCoord = vertexTexCoord; 22 | fragColor = vertexColor; 23 | 24 | // Calculate final vertex position 25 | gl_Position = mvp*vec4(vertexPosition, 1.0); 26 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/fisheye.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes (from vertex shader) 4 | varying vec2 fragTexCoord; 5 | varying vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // NOTE: Add here your custom variables 12 | 13 | const float PI = 3.1415926535; 14 | 15 | void main() 16 | { 17 | float aperture = 178.0; 18 | float apertureHalf = 0.5 * aperture * (PI / 180.0); 19 | float maxFactor = sin(apertureHalf); 20 | 21 | vec2 uv = vec2(0.0); 22 | vec2 xy = 2.0 * fragTexCoord.xy - 1.0; 23 | float d = length(xy); 24 | 25 | if (d < (2.0 - maxFactor)) 26 | { 27 | d = length(xy * maxFactor); 28 | float z = sqrt(1.0 - d * d); 29 | float r = atan(d, z) / PI; 30 | float phi = atan(xy.y, xy.x); 31 | 32 | uv.x = r * cos(phi) + 0.5; 33 | uv.y = r * sin(phi) + 0.5; 34 | } 35 | else 36 | { 37 | uv = fragTexCoord.xy; 38 | } 39 | 40 | gl_FragColor = texture2D(texture0, uv); 41 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/grayscale.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes (from vertex shader) 4 | varying vec2 fragTexCoord; 5 | varying vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // NOTE: Add here your custom variables 12 | 13 | void main() 14 | { 15 | // Texel color fetching from texture sampler 16 | vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor; 17 | 18 | // Convert texel color to grayscale using NTSC conversion weights 19 | float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); 20 | 21 | // Calculate final fragment color 22 | gl_FragColor = vec4(gray, gray, gray, texelColor.a); 23 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/palette_switch.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | const int colors = 8; 4 | 5 | // Input fragment attributes (from fragment shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform ivec3 palette[colors]; 12 | 13 | void main() 14 | { 15 | // Texel color fetching from texture sampler 16 | vec4 texelColor = texture(texture0, fragTexCoord) * fragColor; 17 | 18 | // Convert the (normalized) texel color RED component (GB would work, too) 19 | // to the palette index by scaling up from [0, 1] to [0, 255]. 20 | int index = int(texelColor.r * 255.0); 21 | ivec3 color = palette[index]; 22 | 23 | // Calculate final fragment color. Note that the palette color components 24 | // are defined in the range [0, 255] and need to be normalized to [0, 1] 25 | // for OpenGL to work. 26 | gl_FragColor = vec4(color / 255.0, texelColor.a); 27 | } 28 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/pixelizer.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes (from vertex shader) 4 | varying vec2 fragTexCoord; 5 | varying vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // NOTE: Add here your custom variables 12 | 13 | // NOTE: Render size values must be passed from code 14 | const float renderWidth = 800.0; 15 | const float renderHeight = 450.0; 16 | 17 | float pixelWidth = 5.0; 18 | float pixelHeight = 5.0; 19 | 20 | void main() 21 | { 22 | float dx = pixelWidth*(1.0/renderWidth); 23 | float dy = pixelHeight*(1.0/renderHeight); 24 | 25 | vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); 26 | 27 | vec3 tc = texture2D(texture0, coord).rgb; 28 | 29 | gl_FragColor = vec4(tc, 1.0); 30 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/posterization.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes (from vertex shader) 4 | varying vec2 fragTexCoord; 5 | varying vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // NOTE: Add here your custom variables 12 | 13 | float gamma = 0.6; 14 | float numColors = 8.0; 15 | 16 | void main() 17 | { 18 | vec3 color = texture2D(texture0, fragTexCoord.xy).rgb; 19 | 20 | color = pow(color, vec3(gamma, gamma, gamma)); 21 | color = color*numColors; 22 | color = floor(color); 23 | color = color/numColors; 24 | color = pow(color, vec3(1.0/gamma)); 25 | 26 | gl_FragColor = vec4(color, 1.0); 27 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/predator.fs: -------------------------------------------------------------------------------- 1 | #version 120 2 | 3 | // Input vertex attributes (from vertex shader) 4 | varying vec2 fragTexCoord; 5 | varying vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // NOTE: Add here your custom variables 12 | 13 | void main() 14 | { 15 | vec3 color = texture2D(texture0, fragTexCoord).rgb; 16 | vec3 colors[3]; 17 | colors[0] = vec3(0.0, 0.0, 1.0); 18 | colors[1] = vec3(1.0, 1.0, 0.0); 19 | colors[2] = vec3(1.0, 0.0, 0.0); 20 | 21 | float lum = (color.r + color.g + color.b)/3.0; 22 | 23 | vec3 tc = vec3(0.0, 0.0, 0.0); 24 | 25 | if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5); 26 | else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5); 27 | 28 | gl_FragColor = vec4(tc, 1.0); 29 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/base.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | vec4 texelColor = texture(texture0, fragTexCoord); 20 | 21 | // NOTE: Implement here your fragment shader code 22 | 23 | finalColor = texelColor*colDiffuse; 24 | } 25 | 26 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/base.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | in vec2 vertexTexCoord; 6 | in vec3 vertexNormal; 7 | in vec4 vertexColor; 8 | 9 | // Input uniform values 10 | uniform mat4 mvp; 11 | 12 | // Output vertex attributes (to fragment shader) 13 | out vec2 fragTexCoord; 14 | out vec4 fragColor; 15 | 16 | // NOTE: Add here your custom variables 17 | 18 | void main() 19 | { 20 | // Send vertex attributes to fragment shader 21 | fragTexCoord = vertexTexCoord; 22 | fragColor = vertexColor; 23 | 24 | // Calculate final vertex position 25 | gl_Position = mvp*vec4(vertexPosition, 1.0); 26 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/blur.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | // NOTE: Render size values must be passed from code 17 | const float renderWidth = 800; 18 | const float renderHeight = 450; 19 | 20 | float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); 21 | float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); 22 | 23 | void main() 24 | { 25 | // Texel color fetching from texture sampler 26 | vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0]; 27 | 28 | for (int i = 1; i < 3; i++) 29 | { 30 | texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; 31 | texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; 32 | } 33 | 34 | finalColor = vec4(texelColor, 1.0); 35 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/color_mix.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec3 vertexPos; 5 | in vec2 fragTexCoord; 6 | in vec4 fragColor; 7 | 8 | // Input uniform values 9 | uniform sampler2D texture0; 10 | uniform sampler2D texture1; 11 | uniform vec4 colDiffuse; 12 | 13 | uniform float divider = 0.5; 14 | 15 | out vec4 finalColor; 16 | 17 | void main() 18 | { 19 | // Texel color fetching from texture sampler 20 | vec4 texelColor0 = texture(texture0, fragTexCoord); 21 | vec4 texelColor1 = texture(texture1, fragTexCoord); 22 | 23 | float x = fract(fragTexCoord.s); 24 | float final = smoothstep(divider - 0.1, divider + 0.1, x); 25 | 26 | finalColor = mix(texelColor0, texelColor1, final); 27 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/deferred_shading.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | 3 | layout (location = 0) in vec3 vertexPosition; 4 | layout (location = 1) in vec2 vertexTexCoord; 5 | 6 | out vec2 texCoord; 7 | 8 | void main() { 9 | gl_Position = vec4(vertexPosition, 1.0); 10 | texCoord = vertexTexCoord; 11 | } 12 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/depth.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; // Depth texture 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | void main() 17 | { 18 | float zNear = 0.01; // camera z near 19 | float zFar = 10.0; // camera z far 20 | float z = texture(texture0, fragTexCoord).x; 21 | 22 | // Linearize depth value 23 | float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); 24 | 25 | // Calculate final fragment color 26 | finalColor = vec4(depth, depth, depth, 1.0f); 27 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/fisheye.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec2 fragTexCoord; 4 | 5 | out vec4 fragColor; 6 | 7 | uniform sampler2D texture0; 8 | uniform vec4 colDiffuse; 9 | 10 | // NOTE: Add here your custom variables 11 | 12 | const float PI = 3.1415926535; 13 | 14 | void main() 15 | { 16 | float aperture = 178.0; 17 | float apertureHalf = 0.5 * aperture * (PI / 180.0); 18 | float maxFactor = sin(apertureHalf); 19 | 20 | vec2 uv = vec2(0); 21 | vec2 xy = 2.0 * fragTexCoord.xy - 1.0; 22 | float d = length(xy); 23 | 24 | if (d < (2.0 - maxFactor)) 25 | { 26 | d = length(xy * maxFactor); 27 | float z = sqrt(1.0 - d * d); 28 | float r = atan(d, z) / PI; 29 | float phi = atan(xy.y, xy.x); 30 | 31 | uv.x = r * cos(phi) + 0.5; 32 | uv.y = r * sin(phi) + 0.5; 33 | } 34 | else 35 | { 36 | uv = fragTexCoord.xy; 37 | } 38 | 39 | fragColor = texture(texture0, uv); 40 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/gbuffer.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) out vec3 gPosition; 3 | layout (location = 1) out vec3 gNormal; 4 | layout (location = 2) out vec4 gAlbedoSpec; 5 | 6 | in vec3 fragPosition; 7 | in vec2 fragTexCoord; 8 | in vec3 fragNormal; 9 | 10 | uniform sampler2D diffuseTexture; 11 | uniform sampler2D specularTexture; 12 | 13 | void main() { 14 | // store the fragment position vector in the first gbuffer texture 15 | gPosition = fragPosition; 16 | // also store the per-fragment normals into the gbuffer 17 | gNormal = normalize(fragNormal); 18 | // and the diffuse per-fragment color 19 | gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb; 20 | // store specular intensity in gAlbedoSpec's alpha component 21 | gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r; 22 | } 23 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/gbuffer.vs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 vertexPosition; 3 | layout (location = 1) in vec2 vertexTexCoord; 4 | layout (location = 2) in vec3 vertexNormal; 5 | 6 | out vec3 fragPosition; 7 | out vec2 fragTexCoord; 8 | out vec3 fragNormal; 9 | 10 | uniform mat4 matModel; 11 | uniform mat4 matView; 12 | uniform mat4 matProjection; 13 | 14 | void main() 15 | { 16 | vec4 worldPos = matModel * vec4(vertexPosition, 1.0); 17 | fragPosition = worldPos.xyz; 18 | fragTexCoord = vertexTexCoord; 19 | 20 | mat3 normalMatrix = transpose(inverse(mat3(matModel))); 21 | fragNormal = normalMatrix * vertexNormal; 22 | 23 | gl_Position = matProjection * matView * worldPos; 24 | } 25 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/grayscale.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; 20 | 21 | // Convert texel color to grayscale using NTSC conversion weights 22 | float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); 23 | 24 | // Calculate final fragment color 25 | finalColor = vec4(gray, gray, gray, texelColor.a); 26 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | in vec2 fragTexCoord; 4 | in vec4 fragColor; 5 | 6 | uniform sampler2D texture0; 7 | uniform vec4 colDiffuse; 8 | 9 | void main() 10 | { 11 | vec4 texelColor = texture2D(texture0, fragTexCoord); 12 | gl_FragColor = texelColor*colDiffuse*fragColor; 13 | gl_FragDepth = gl_FragCoord.z; 14 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lighting.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | in vec2 vertexTexCoord; 6 | in vec3 vertexNormal; 7 | in vec4 vertexColor; 8 | 9 | // Input uniform values 10 | uniform mat4 mvp; 11 | uniform mat4 matModel; 12 | uniform mat4 matNormal; 13 | 14 | // Output vertex attributes (to fragment shader) 15 | out vec3 fragPosition; 16 | out vec2 fragTexCoord; 17 | out vec4 fragColor; 18 | out vec3 fragNormal; 19 | 20 | // NOTE: Add here your custom variables 21 | 22 | void main() 23 | { 24 | // Send vertex attributes to fragment shader 25 | fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); 26 | fragTexCoord = vertexTexCoord; 27 | fragColor = vertexColor; 28 | fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); 29 | 30 | // Calculate final vertex position 31 | gl_Position = mvp*vec4(vertexPosition, 1.0); 32 | } 33 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | in vec2 vertexTexCoord; 6 | in vec3 vertexNormal; 7 | //in vec4 vertexColor; // Not required 8 | 9 | in mat4 instanceTransform; 10 | 11 | // Input uniform values 12 | uniform mat4 mvp; 13 | uniform mat4 matNormal; 14 | 15 | // Output vertex attributes (to fragment shader) 16 | out vec3 fragPosition; 17 | out vec2 fragTexCoord; 18 | out vec4 fragColor; 19 | out vec3 fragNormal; 20 | 21 | // NOTE: Add here your custom variables 22 | 23 | void main() 24 | { 25 | // Compute MVP for current instance 26 | mat4 mvpi = mvp*instanceTransform; 27 | 28 | // Send vertex attributes to fragment shader 29 | fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); 30 | fragTexCoord = vertexTexCoord; 31 | //fragColor = vertexColor; 32 | fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); 33 | 34 | // Calculate final vertex position 35 | gl_Position = mvpi*vec4(vertexPosition, 1.0); 36 | } 37 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lightmap.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec2 fragTexCoord2; 6 | in vec3 fragPosition; 7 | in vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform sampler2D texture1; 12 | 13 | // Output fragment color 14 | out vec4 finalColor; 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | vec4 texelColor = texture(texture0, fragTexCoord); 20 | vec4 texelColor2 = texture(texture1, fragTexCoord2); 21 | 22 | finalColor = texelColor * texelColor2; 23 | } 24 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lightmap.vs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes 4 | in vec3 vertexPosition; 5 | in vec2 vertexTexCoord; 6 | in vec2 vertexTexCoord2; 7 | in vec4 vertexColor; 8 | 9 | // Input uniform values 10 | uniform mat4 mvp; 11 | uniform mat4 matModel; 12 | 13 | // Output vertex attributes (to fragment shader) 14 | out vec3 fragPosition; 15 | out vec2 fragTexCoord; 16 | out vec2 fragTexCoord2; 17 | out vec4 fragColor; 18 | 19 | void main() 20 | { 21 | // Send vertex attributes to fragment shader 22 | fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); 23 | fragTexCoord = vertexTexCoord; 24 | fragTexCoord2 = vertexTexCoord2; 25 | fragColor = vertexColor; 26 | 27 | // Calculate final vertex position 28 | gl_Position = mvp*vec4(vertexPosition, 1.0); 29 | } 30 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/mask.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform sampler2D mask; 10 | uniform int frame; 11 | 12 | // Output fragment color 13 | out vec4 finalColor; 14 | 15 | void main() 16 | { 17 | vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0)); 18 | if (maskColour.r < 0.25) discard; 19 | vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0)); 20 | 21 | finalColor = texelColor*maskColour; 22 | } 23 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/overdraw.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | void main() 17 | { 18 | // To show overdraw, we just render all the fragments 19 | // with a solid color and some transparency 20 | 21 | // NOTE: This is not a postpro render, 22 | // it will only render all screen texture in a plain color 23 | 24 | finalColor = vec4(1.0, 0.0, 0.0, 0.2); 25 | } 26 | 27 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/palette_switch.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | const int colors = 8; 4 | 5 | // Input fragment attributes (from fragment shader) 6 | in vec2 fragTexCoord; 7 | in vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform ivec3 palette[colors]; 12 | 13 | // Output fragment color 14 | out vec4 finalColor; 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | vec4 texelColor = texture(texture0, fragTexCoord)*fragColor; 20 | 21 | // Convert the (normalized) texel color RED component (GB would work, too) 22 | // to the palette index by scaling up from [0, 1] to [0, 255]. 23 | int index = int(texelColor.r*255.0); 24 | ivec3 color = palette[index]; 25 | 26 | // Calculate final fragment color. Note that the palette color components 27 | // are defined in the range [0, 255] and need to be normalized to [0, 1] 28 | // for OpenGL to work. 29 | finalColor = vec4(color/255.0, texelColor.a); 30 | } 31 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/pixelizer.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | // NOTE: Render size values must be passed from code 17 | const float renderWidth = 800; 18 | const float renderHeight = 450; 19 | 20 | uniform float pixelWidth = 5.0; 21 | uniform float pixelHeight = 5.0; 22 | 23 | void main() 24 | { 25 | float dx = pixelWidth*(1.0/renderWidth); 26 | float dy = pixelHeight*(1.0/renderHeight); 27 | 28 | vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); 29 | 30 | vec3 tc = texture(texture0, coord).rgb; 31 | 32 | finalColor = vec4(tc, 1.0); 33 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/posterization.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | float gamma = 0.6; 17 | float numColors = 8.0; 18 | 19 | void main() 20 | { 21 | // Texel color fetching from texture sampler 22 | vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb; 23 | 24 | texelColor = pow(texelColor, vec3(gamma, gamma, gamma)); 25 | texelColor = texelColor*numColors; 26 | texelColor = floor(texelColor); 27 | texelColor = texelColor/numColors; 28 | texelColor = pow(texelColor, vec3(1.0/gamma)); 29 | 30 | finalColor = vec4(texelColor, 1.0); 31 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/predator.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | // NOTE: Add here your custom variables 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | vec3 texelColor = texture(texture0, fragTexCoord).rgb; 20 | vec3 colors[3]; 21 | colors[0] = vec3(0.0, 0.0, 1.0); 22 | colors[1] = vec3(1.0, 1.0, 0.0); 23 | colors[2] = vec3(1.0, 0.0, 0.0); 24 | 25 | float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0; 26 | 27 | int ix = (lum < 0.5)? 0:1; 28 | 29 | vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5); 30 | 31 | finalColor = vec4(tc, 1.0); 32 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/tiling.fs: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | 3 | uniform sampler2D diffuseMap; 4 | uniform vec2 tiling; 5 | 6 | in vec2 fragTexCoord; 7 | 8 | out vec4 fragColor; 9 | 10 | void main() 11 | { 12 | vec2 texCoord = fragTexCoord * tiling; 13 | fragColor = texture(diffuseMap, texCoord); 14 | } 15 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/wave.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | uniform float seconds; 15 | 16 | uniform vec2 size; 17 | 18 | uniform float freqX; 19 | uniform float freqY; 20 | uniform float ampX; 21 | uniform float ampY; 22 | uniform float speedX; 23 | uniform float speedY; 24 | 25 | void main() { 26 | float pixelWidth = 1.0 / size.x; 27 | float pixelHeight = 1.0 / size.y; 28 | float aspect = pixelHeight / pixelWidth; 29 | float boxLeft = 0.0; 30 | float boxTop = 0.0; 31 | 32 | vec2 p = fragTexCoord; 33 | p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth; 34 | p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight; 35 | 36 | finalColor = texture(texture0, p)*colDiffuse*fragColor; 37 | } 38 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/write_depth.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | void main() 15 | { 16 | vec4 texelColor = texture(texture0, fragTexCoord); 17 | 18 | finalColor = texelColor*colDiffuse*fragColor; 19 | gl_FragDepth = 1.0 - finalColor.z; 20 | } 21 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uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | void main() 14 | { 15 | vec4 texelColor = texture2D(texture0, fragTexCoord); 16 | 17 | if (texelColor.a == 0.0) discard; 18 | 19 | gl_FragColor = texelColor*fragColor*colDiffuse; 20 | } 21 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/text/resources/shaders/glsl100/sdf.fs: -------------------------------------------------------------------------------- 1 | #version 100 2 | 3 | precision mediump float; 4 | 5 | // Input vertex attributes (from vertex shader) 6 | varying vec2 fragTexCoord; 7 | varying vec4 fragColor; 8 | 9 | // Input uniform values 10 | uniform sampler2D texture0; 11 | uniform vec4 colDiffuse; 12 | 13 | // NOTE: Add here your custom variables 14 | const float smoothing = 1.0/16.0; 15 | 16 | void main() 17 | { 18 | // Texel color fetching from texture sampler 19 | // NOTE: Calculate alpha using signed distance field (SDF) 20 | float distance = texture2D(texture0, fragTexCoord).a; 21 | float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); 22 | 23 | // Calculate final fragment color 24 | gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha); 25 | } 26 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/examples/text/resources/shaders/glsl330/alpha_discard.fs: -------------------------------------------------------------------------------- 1 | #version 330 2 | 3 | // Input vertex attributes (from vertex shader) 4 | in vec2 fragTexCoord; 5 | in vec4 fragColor; 6 | 7 | // Input uniform values 8 | uniform sampler2D texture0; 9 | uniform vec4 colDiffuse; 10 | 11 | // Output fragment color 12 | out vec4 finalColor; 13 | 14 | void main() 15 | { 16 | vec4 texelColor = texture(texture0, fragTexCoord); 17 | if (texelColor.a == 0.0) discard; 18 | finalColor = texelColor * fragColor * colDiffuse; 19 | } 20 | 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In no event 4 | will the authors be held liable for any damages arising from the use of this software. 5 | 6 | Permission is granted to anyone to use this software for any purpose, including commercial 7 | applications, and to alter it and redistribute it freely, subject to the following restrictions: 8 | 9 | 1. The origin of this software must not be misrepresented; you must not claim that you 10 | wrote the original software. If you use this software in a product, an acknowledgment 11 | in the product documentation would be appreciated but is not required. 12 | 13 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented 14 | as being the original software. 15 | 16 | 3. This notice may not be removed or altered from any source distribution. 17 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/4coder/main.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include "raylib.h" 3 | 4 | int main() { 5 | int screenWidth = 800; 6 | int screenHeight = 450; 7 | 8 | InitWindow(screenWidth, screenHeight, "raylib"); 9 | 10 | Camera cam; 11 | cam.position = (Vector3){ 0.0f, 10.0f, 8.f }; 12 | cam.target = (Vector3){ 0.0f, 0.0f, 0.0f }; 13 | cam.up = (Vector3){ 0.0f, 1.f, 0.0f }; 14 | cam.fovy = 60.0f; 15 | 16 | Vector3 cubePos = { 0.0f, 0.0f, 0.0f }; 17 | 18 | SetTargetFPS(60); 19 | 20 | while (!WindowShouldClose()) { 21 | cam.position.x = sin(GetTime()) * 10.0f; 22 | cam.position.z = cos(GetTime()) * 10.0f; 23 | 24 | BeginDrawing(); 25 | ClearBackground(RAYWHITE); 26 | BeginMode3D(cam); 27 | DrawCube(cubePos, 2.f, 2.f, 2.f, RED); 28 | DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON); 29 | DrawGrid(10, 1.f); 30 | EndMode3D(); 31 | DrawText("This is a raylib example", 10, 40, 20, DARKGRAY); 32 | DrawFPS(10, 10); 33 | EndDrawing(); 34 | } 35 | 36 | CloseWindow(); 37 | return 0; 38 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Builder/examples/README.md: -------------------------------------------------------------------------------- 1 | Open `meson.build` with Builder or run `meson build; cd build; ninja; ./core_basic_window` on the commandline to launch the example. 2 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Builder/examples/meson.build: -------------------------------------------------------------------------------- 1 | # This file should be in the main folder of your project 2 | 3 | # Replace 'projectname' with the name of your project 4 | # Replace '1.0' with its version 5 | project('core_basic_window', 'c', version: '1.0', 6 | meson_version: '>= 0.39.1') 7 | 8 | # We want a C Compiler to be present 9 | cc = meson.get_compiler('c') 10 | 11 | # Find dependencies 12 | gl_dep = dependency('gl') 13 | m_dep = cc.find_library('m', required : false) 14 | raylib_dep = cc.find_library('raylib', required : false) 15 | 16 | # List your source files here 17 | source_c = [ 18 | '../../../examples/core/core_basic_window.c', 19 | ] 20 | 21 | # Build executable 22 | core_basic_window = executable('core_basic_window', 23 | source_c, 24 | dependencies : [ raylib_dep, gl_dep, m_dep ], 25 | install : true) 26 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Builder/meson.build: -------------------------------------------------------------------------------- 1 | # This file should be in the main folder of your project 2 | 3 | # Replace 'projectname' with the name of your project 4 | # Replace '1.0' with its version 5 | project('projectname', 'c', version: '1.0', 6 | meson_version: '>= 0.39.1') 7 | 8 | # We want a C Compiler to be present 9 | cc = meson.get_compiler('c') 10 | 11 | # Find dependencies 12 | gl_dep = dependency('gl') 13 | m_dep = cc.find_library('m', required : false) 14 | raylib_dep = cc.find_library('raylib', required : false) 15 | 16 | # List your source files here 17 | source_c = [ 18 | 'src/main.c', 19 | ] 20 | 21 | # Build executable 22 | projectname = executable('projectname', 23 | source_c, 24 | dependencies : [ raylib_dep, gl_dep, m_dep ], 25 | install : true) 26 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/CMake/README.md: -------------------------------------------------------------------------------- 1 | # raylib CMake Project 2 | 3 | This provides a base project template which builds with [CMake](https://cmake.org). 4 | 5 | ## Usage 6 | 7 | To compile the example, use one of the following dependending on your build target... 8 | 9 | ### Desktop 10 | 11 | Use the following to build for desktop: 12 | 13 | ``` bash 14 | cmake -B build 15 | cmake --build build 16 | ``` 17 | 18 | ### Web 19 | 20 | Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html): 21 | 22 | ``` bash 23 | mkdir build 24 | cd build 25 | emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXE_LINKER_FLAGS="-s USE_GLFW=3" -DCMAKE_EXECUTABLE_SUFFIX=".html" 26 | emmake make 27 | ``` -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/CodeBlocks/README.md: -------------------------------------------------------------------------------- 1 | # raylib template for Code::Blocks 2 | 3 | 1. Install raylib. 4 | 5 | On Windows you should install the **Windows Installer (with MinGW compiler)** package. 6 | On other platforms you can install however you like following the instructions in the wiki. 7 | 8 | * https://github.com/raysan5/raylib/releases/download/4.2.0/raylib_installer_v420.mingw.exe 9 | * https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux 10 | * https://github.com/raysan5/raylib/wiki/Working-on-macOS 11 | 12 | 2. Install and run Code::Blocks. 13 | 14 | 3. **Windows only**: Select `Settings` `Compiler` `Toolchain executables`. 15 | Change `Compiler's installation directory` to `C:\raylib\MingGW`. Do *not* press auto-detect. 16 | There is a screenshot below showing how it should look. Press `OK`. 17 | 18 | 4. Select `File` `Open` and open the `core_basic_windows.cbp` file. 19 | 20 | ![Compiler Settings](compiler_settings.png) 21 | 22 | For an example with resources, see https://github.com/electronstudio/raylib-game-template-codeblocks -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/CodeBlocks/compiler_settings.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/projects/CodeBlocks/compiler_settings.png -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Geany/raylib_compile_execute.bat: -------------------------------------------------------------------------------- 1 | ::@echo off 2 | :: > Setup required Environment 3 | :: ------------------------------------- 4 | set RAYLIB_DIR=C:\raylib 5 | set COMPILER_DIR=C:\raylib\mingw\bin 6 | set PATH=%PATH%;%COMPILER_DIR% 7 | set FILE_NAME=%1 8 | set NAME_PART=%FILE_NAME:~0,-2% 9 | cd %~dp0 10 | :: . 11 | :: > Cleaning latest build 12 | :: --------------------------- 13 | cmd /c if exist %NAME_PART%.exe del /F %NAME_PART%.exe 14 | :: . 15 | :: > Compiling program 16 | :: -------------------------- 17 | gcc -o %NAME_PART%.exe %FILE_NAME% %RAYLIB_DIR%\src\raylib.rc.data -s -O2 -I../../src -Iexternal -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99 -Wall -mwindows 18 | :: . 19 | :: . > Executing program 20 | :: ------------------------- 21 | cmd /c if exist %NAME_PART%.exe %NAME_PART%.exe -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Geany/raylib_project.geany: -------------------------------------------------------------------------------- 1 | [editor] 2 | line_wrapping=false 3 | line_break_column=72 4 | auto_continue_multiline=true 5 | 6 | [file_prefs] 7 | final_new_line=true 8 | ensure_convert_new_lines=false 9 | strip_trailing_spaces=false 10 | replace_tabs=true 11 | 12 | [indentation] 13 | indent_width=4 14 | indent_type=0 15 | indent_hard_tab_width=8 16 | detect_indent=false 17 | detect_indent_width=false 18 | indent_mode=2 19 | 20 | [project] 21 | name=raylib_project 22 | base_path=./ 23 | description=raylib project template 24 | file_patterns= 25 | 26 | [long line marker] 27 | long_line_behaviour=1 28 | long_line_column=72 29 | 30 | [files] 31 | current_page=0 32 | FILE_NAME_0=0;C;0;EUTF-8;1;1;0;C%3A%5CGitHub%5Craylib%5Cprojects%5CGeany%5Ccore_basic_window.c;0;4 33 | 34 | [build-menu] 35 | filetypes=C; 36 | EX_00_LB=_Execute 37 | EX_00_CM="./%e" 38 | EX_00_WD= 39 | CFT_00_LB=_Compile 40 | CFT_00_CM=raylib_compile_execute.bat %f 41 | CFT_00_WD= 42 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Notepad++/README.md: -------------------------------------------------------------------------------- 1 | ### Notepad++ raylib config files 2 | 3 | This folder includes some useful files to config Notepad++ for raylib. 4 | 5 | #### raylib functions autocomplete - c_raylib.xml 6 | 7 | Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file. 8 | 9 | This file has been automatically generated using the provided tool: `raylib_npp_parser` 10 | 11 | This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent. 12 | 13 | To use the tool, just drag and drop raylib.h over raylib_npp_parser program. 14 | 15 | #### Notepad++ NppExec compilation scripts - npes_saved.txt 16 | 17 | A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples. 18 | 19 | 20 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Notepad++/npes_saved_mingw.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_mingw.txt -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Notepad++/npes_saved_tcc.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_tcc.txt -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Notepad++/npes_saved_w64devkit.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_w64devkit.txt -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Notepad++/npes_saved_zig.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_zig.txt -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/Notepad++/raylib_npp_parser/raylib_npp.xml: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/projects/Notepad++/raylib_npp_parser/raylib_npp.xml -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/README.md: -------------------------------------------------------------------------------- 1 | ## raylib PROJECT TEMPLATES 2 | 3 | This folder contains raylib templates for some common IDEs. 4 | 5 | IDE | Platform(s) | Source | Example(s) 6 | ----| ------------| :-------: | :-----: 7 | [4coder](http://4coder.net/) | Windows | ❌ | ✔️ 8 | [Builder](https://wiki.gnome.org/Apps/Builder) | Linux | ❌ | ✔️ 9 | [CMake](https://cmake.org/) | Windows, Linux, macOS, Web | ✔️ | ✔️ 10 | [CodeBlocks](http://www.codeblocks.org/) | Windows, Linux, macOS | ❌ | ✔️ 11 | [Geany](https://www.geany.org/) | Windows, Linux | ✔️ | ✔️ 12 | [Notepad++](https://notepad-plus-plus.org/) | Windows | ✔️ | ✔️ 13 | [SublimeText](https://www.sublimetext.com/) | Windows, Linux, macOS | ✔️ | ✔️ 14 | [VS2019](https://www.visualstudio.com) | Windows | ✔️ | ✔️ 15 | [VSCode](https://code.visualstudio.com/) | Windows, macOS | ❌ | ✔️ 16 | scripts | Windows, Linux, macOS | ✔️ | ✔️ 17 | 18 | *New IDEs config files are welcome!* 19 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/SublimeText/README.md: -------------------------------------------------------------------------------- 1 | # Sublime Text 3 project template 2 | 3 | This is a project template to be used with [Sublime Text 3](https://www.sublimetext.com/). 4 | 5 | Simply click on the `raylib.sublime-project` file to open it with Sublime Text. 6 | Alternatively you can open Sublime Text first and click on the `Project -> Open Project`. 7 | 8 | It comes with raylib.sublime-build. This file needs to be copied into the sublime packages folder for the user. On windows it can be found in `%AppData%\Sublime Text 3\Packages\User`. 9 | 10 | Once done open the project and select `Tools -> Build System -> raylib`. 11 | To run press Ctrl + Shift + B and select which build you want to run. 12 | 13 | For a full overview of build systems please check the [build systems guide](https://www.sublimetext.com/docs/3/build_systems.html). 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/SublimeText/raylib.sublime-build: -------------------------------------------------------------------------------- 1 | { 2 | "variants": [ 3 | { 4 | "name": "desktop", 5 | "shell_cmd": "cd ${folder}\\src && mingw32-make PLATFORM=PLATFORM_DESKTOP" 6 | }, 7 | 8 | { 9 | "name": "examples", 10 | "shell_cmd": "cd ${folder}\\examples && mingw32-make PLATFORM=PLATFORM_DESKTOP" 11 | }, 12 | ] 13 | } 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/SublimeText/raylib.sublime-project: -------------------------------------------------------------------------------- 1 | { 2 | "folders": 3 | [ 4 | { 5 | "path": "../../" 6 | } 7 | ] 8 | } 9 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties: -------------------------------------------------------------------------------- 1 | # Project target 2 | target=$(androidapilevel) 3 | # Provide path to the directory where prebuilt external jar files are by setting jar.libs.dir= 4 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/VS2019-Android/raylib_android/raylib_android.Packaging/res/values/strings.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | raylib_android.Packaging 4 | 5 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/VSCode/main.code-workspace: -------------------------------------------------------------------------------- 1 | { 2 | "folders": [ 3 | { 4 | "path": "." 5 | } 6 | ], 7 | "settings": { 8 | "files.associations": { 9 | "raylib.h": "c", 10 | "math.h": "c", 11 | "blocks.h": "c", 12 | "stdio.h": "c", 13 | "*.m": "c" 14 | } 15 | } 16 | } -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/projects/VSCode/resources/LICENSE: -------------------------------------------------------------------------------- 1 | Assets license. 2 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/raylib.pc.in: -------------------------------------------------------------------------------- 1 | prefix=@CMAKE_INSTALL_PREFIX@ 2 | exec_prefix=${prefix} 3 | libdir=@libdir_for_pc_file@ 4 | includedir=@includedir_for_pc_file@ 5 | 6 | Name: raylib 7 | Description: A simple and easy-to-use library to enjoy videogames programming 8 | URL: https://github.com/raysan5/raylib 9 | Version: @PROJECT_VERSION@ 10 | Libs: -L"${libdir}" -lraylib @PKG_CONFIG_LIBS_EXTRA@ 11 | Libs.private: @PKG_CONFIG_LIBS_PRIVATE@ 12 | Requires.private: @GLFW_PKG_DEPS@ 13 | Cflags: -I"${includedir}" 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/.mailmap: -------------------------------------------------------------------------------- 1 | Camilla Löwy 2 | Camilla Löwy 3 | Camilla Löwy 4 | 5 | Emmanuel Gil Peyrot 6 | 7 | Marcus Geelnard 8 | Marcus Geelnard 9 | Marcus Geelnard 10 | 11 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/glfw3.pc.in: -------------------------------------------------------------------------------- 1 | prefix=@CMAKE_INSTALL_PREFIX@ 2 | exec_prefix=${prefix} 3 | includedir=@CMAKE_INSTALL_FULL_INCLUDEDIR@ 4 | libdir=@CMAKE_INSTALL_FULL_LIBDIR@ 5 | 6 | Name: GLFW 7 | Description: A multi-platform library for OpenGL, window and input 8 | Version: @GLFW_VERSION@ 9 | URL: https://www.glfw.org/ 10 | Requires.private: @GLFW_PKG_CONFIG_REQUIRES_PRIVATE@ 11 | Libs: -L${libdir} -l@GLFW_LIB_NAME@ 12 | Libs.private: @GLFW_PKG_CONFIG_LIBS_PRIVATE@ 13 | Cflags: -I${includedir} 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/glfw3Config.cmake.in: -------------------------------------------------------------------------------- 1 | include(CMakeFindDependencyMacro) 2 | find_dependency(Threads) 3 | include("${CMAKE_CURRENT_LIST_DIR}/glfw3Targets.cmake") 4 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/i686-w64-mingw32-clang.cmake: -------------------------------------------------------------------------------- 1 | # Define the environment for cross-compiling with 32-bit MinGW-w64 Clang 2 | SET(CMAKE_SYSTEM_NAME Windows) # Target system name 3 | SET(CMAKE_SYSTEM_VERSION 1) 4 | SET(CMAKE_C_COMPILER "i686-w64-mingw32-clang") 5 | SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-clang++") 6 | SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres") 7 | SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib") 8 | 9 | # Configure the behaviour of the find commands 10 | SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32") 11 | SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) 12 | SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) 13 | SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/i686-w64-mingw32.cmake: -------------------------------------------------------------------------------- 1 | # Define the environment for cross-compiling with 32-bit MinGW-w64 GCC 2 | SET(CMAKE_SYSTEM_NAME Windows) # Target system name 3 | SET(CMAKE_SYSTEM_VERSION 1) 4 | SET(CMAKE_C_COMPILER "i686-w64-mingw32-gcc") 5 | SET(CMAKE_CXX_COMPILER "i686-w64-mingw32-g++") 6 | SET(CMAKE_RC_COMPILER "i686-w64-mingw32-windres") 7 | SET(CMAKE_RANLIB "i686-w64-mingw32-ranlib") 8 | 9 | # Configure the behaviour of the find commands 10 | SET(CMAKE_FIND_ROOT_PATH "/usr/i686-w64-mingw32") 11 | SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) 12 | SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) 13 | SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/modules/FindEpollShim.cmake: -------------------------------------------------------------------------------- 1 | # Find EpollShim 2 | # Once done, this will define 3 | # 4 | # EPOLLSHIM_FOUND - System has EpollShim 5 | # EPOLLSHIM_INCLUDE_DIRS - The EpollShim include directories 6 | # EPOLLSHIM_LIBRARIES - The libraries needed to use EpollShim 7 | 8 | find_path(EPOLLSHIM_INCLUDE_DIRS NAMES sys/epoll.h sys/timerfd.h HINTS /usr/local/include/libepoll-shim) 9 | find_library(EPOLLSHIM_LIBRARIES NAMES epoll-shim libepoll-shim HINTS /usr/local/lib) 10 | 11 | if (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES) 12 | set(EPOLLSHIM_FOUND TRUE) 13 | endif (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES) 14 | 15 | include(FindPackageHandleStandardArgs) 16 | find_package_handle_standard_args(EpollShim DEFAULT_MSG EPOLLSHIM_LIBRARIES EPOLLSHIM_INCLUDE_DIRS) 17 | mark_as_advanced(EPOLLSHIM_INCLUDE_DIRS EPOLLSHIM_LIBRARIES) 18 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/modules/FindOSMesa.cmake: -------------------------------------------------------------------------------- 1 | # Try to find OSMesa on a Unix system 2 | # 3 | # This will define: 4 | # 5 | # OSMESA_LIBRARIES - Link these to use OSMesa 6 | # OSMESA_INCLUDE_DIR - Include directory for OSMesa 7 | # 8 | # Copyright (c) 2014 Brandon Schaefer 9 | 10 | if (NOT WIN32) 11 | 12 | find_package (PkgConfig) 13 | pkg_check_modules (PKG_OSMESA QUIET osmesa) 14 | 15 | set (OSMESA_INCLUDE_DIR ${PKG_OSMESA_INCLUDE_DIRS}) 16 | set (OSMESA_LIBRARIES ${PKG_OSMESA_LIBRARIES}) 17 | 18 | endif () 19 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/x86_64-w64-mingw32-clang.cmake: -------------------------------------------------------------------------------- 1 | # Define the environment for cross-compiling with 64-bit MinGW-w64 Clang 2 | SET(CMAKE_SYSTEM_NAME Windows) # Target system name 3 | SET(CMAKE_SYSTEM_VERSION 1) 4 | SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-clang") 5 | SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-clang++") 6 | SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres") 7 | SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib") 8 | 9 | # Configure the behaviour of the find commands 10 | SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32") 11 | SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) 12 | SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) 13 | SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/CMake/x86_64-w64-mingw32.cmake: -------------------------------------------------------------------------------- 1 | # Define the environment for cross-compiling with 64-bit MinGW-w64 GCC 2 | SET(CMAKE_SYSTEM_NAME Windows) # Target system name 3 | SET(CMAKE_SYSTEM_VERSION 1) 4 | SET(CMAKE_C_COMPILER "x86_64-w64-mingw32-gcc") 5 | SET(CMAKE_CXX_COMPILER "x86_64-w64-mingw32-g++") 6 | SET(CMAKE_RC_COMPILER "x86_64-w64-mingw32-windres") 7 | SET(CMAKE_RANLIB "x86_64-w64-mingw32-ranlib") 8 | 9 | # Configure the behaviour of the find commands 10 | SET(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32") 11 | SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) 12 | SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) 13 | SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) 14 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/LICENSE.md: -------------------------------------------------------------------------------- 1 | Copyright (c) 2002-2006 Marcus Geelnard 2 | 3 | Copyright (c) 2006-2019 Camilla Löwy 4 | 5 | This software is provided 'as-is', without any express or implied 6 | warranty. In no event will the authors be held liable for any damages 7 | arising from the use of this software. 8 | 9 | Permission is granted to anyone to use this software for any purpose, 10 | including commercial applications, and to alter it and redistribute it 11 | freely, subject to the following restrictions: 12 | 13 | 1. The origin of this software must not be misrepresented; you must not 14 | claim that you wrote the original software. If you use this software 15 | in a product, an acknowledgment in the product documentation would 16 | be appreciated but is not required. 17 | 18 | 2. Altered source versions must be plainly marked as such, and must not 19 | be misrepresented as being the original software. 20 | 21 | 3. This notice may not be removed or altered from any source 22 | distribution. 23 | 24 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/external/glfw/src/glfw.rc.in: -------------------------------------------------------------------------------- 1 | 2 | #include 3 | 4 | VS_VERSION_INFO VERSIONINFO 5 | FILEVERSION @GLFW_VERSION_MAJOR@,@GLFW_VERSION_MINOR@,@GLFW_VERSION_PATCH@,0 6 | PRODUCTVERSION @GLFW_VERSION_MAJOR@,@GLFW_VERSION_MINOR@,@GLFW_VERSION_PATCH@,0 7 | FILEFLAGSMASK VS_FFI_FILEFLAGSMASK 8 | FILEFLAGS 0 9 | FILEOS VOS_NT_WINDOWS32 10 | FILETYPE VFT_DLL 11 | FILESUBTYPE 0 12 | { 13 | BLOCK "StringFileInfo" 14 | { 15 | BLOCK "040904B0" 16 | { 17 | VALUE "CompanyName", "GLFW" 18 | VALUE "FileDescription", "GLFW @GLFW_VERSION@ DLL" 19 | VALUE "FileVersion", "@GLFW_VERSION@" 20 | VALUE "OriginalFilename", "glfw3.dll" 21 | VALUE "ProductName", "GLFW" 22 | VALUE "ProductVersion", "@GLFW_VERSION@" 23 | } 24 | } 25 | BLOCK "VarFileInfo" 26 | { 27 | VALUE "Translation", 0x409, 1200 28 | } 29 | } 30 | 31 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/raylib.dll.rc: -------------------------------------------------------------------------------- 1 | GLFW_ICON ICON "raylib.ico" 2 | 3 | 1 VERSIONINFO 4 | FILEVERSION 5,0,0,0 5 | PRODUCTVERSION 5,0,0,0 6 | BEGIN 7 | BLOCK "StringFileInfo" 8 | BEGIN 9 | //BLOCK "080904E4" // English UK 10 | BLOCK "040904E4" // English US 11 | BEGIN 12 | //VALUE "CompanyName", "raylib technologies" 13 | VALUE "FileDescription", "raylib dynamic library (www.raylib.com)" 14 | VALUE "FileVersion", "5.0.0" 15 | VALUE "InternalName", "raylib.dll" 16 | VALUE "LegalCopyright", "(c) 2023 Ramon Santamaria (@raysan5)" 17 | VALUE "OriginalFilename", "raylib.dll" 18 | VALUE "ProductName", "raylib" 19 | VALUE "ProductVersion", "5.0.0" 20 | END 21 | END 22 | BLOCK "VarFileInfo" 23 | BEGIN 24 | //VALUE "Translation", 0x809, 1252 // English UK 25 | VALUE "Translation", 0x409, 1252 // English US 26 | END 27 | END 28 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/raylib.dll.rc.data: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/src/raylib.dll.rc.data -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/raylib.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/src/raylib.ico -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/raylib.rc: -------------------------------------------------------------------------------- 1 | GLFW_ICON ICON "raylib.ico" 2 | 3 | 1 VERSIONINFO 4 | FILEVERSION 5,0,0,0 5 | PRODUCTVERSION 5,0,0,0 6 | BEGIN 7 | BLOCK "StringFileInfo" 8 | BEGIN 9 | //BLOCK "080904E4" // English UK 10 | BLOCK "040904E4" // English US 11 | BEGIN 12 | //VALUE "CompanyName", "raylib technologies" 13 | VALUE "FileDescription", "raylib application (www.raylib.com)" 14 | VALUE "FileVersion", "5.0.0" 15 | VALUE "InternalName", "raylib app" 16 | VALUE "LegalCopyright", "(c) 2023 Ramon Santamaria (@raysan5)" 17 | //VALUE "OriginalFilename", "raylib_app.exe" 18 | VALUE "ProductName", "raylib app" 19 | VALUE "ProductVersion", "5.0.0" 20 | END 21 | END 22 | BLOCK "VarFileInfo" 23 | BEGIN 24 | //VALUE "Translation", 0x809, 1252 // English UK 25 | VALUE "Translation", 0x409, 1252 // English US 26 | END 27 | END 28 | -------------------------------------------------------------------------------- /thirdparty/raylib-5.0/src/raylib.rc.data: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/src/raylib.rc.data -------------------------------------------------------------------------------- /thirdparty/rlImGui/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | cmake_minimum_required(VERSION 3.1) 2 | project(rlimgui) 3 | 4 | add_library(rlimgui) 5 | target_sources(rlimgui PRIVATE "rlImGui.cpp" "rlImGui.h") 6 | target_include_directories(rlimgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/") 7 | target_link_libraries(rlimgui PUBLIC imgui raylib_static) -------------------------------------------------------------------------------- /thirdparty/rlImGui/LICENSE: -------------------------------------------------------------------------------- 1 | Copyright (c) 2020-2021 Jeffery Myers 2 | 3 | This software is provided "as-is", without any express or implied warranty. In no event 4 | will the authors be held liable for any damages arising from the use of this software. 5 | 6 | Permission is granted to anyone to use this software for any purpose, including commercial 7 | applications, and to alter it and redistribute it freely, subject to the following restrictions: 8 | 9 | 1. The origin of this software must not be misrepresented; you must not claim that you 10 | wrote the original software. If you use this software in a product, an acknowledgment 11 | in the product documentation would be appreciated but is not required. 12 | 13 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented 14 | as being the original software. 15 | 16 | 3. This notice may not be removed or altered from any source distribution. 17 | -------------------------------------------------------------------------------- /thirdparty/rlImGui/examples/asset_browser/imgui_utils.h: -------------------------------------------------------------------------------- 1 | /******************************************************************************************* 2 | * 3 | * raylib-extras [ImGui] example - asset browser 4 | * 5 | * This is a more complex ImGui Integration 6 | * It shows how to build windows on top of 2d and 3d views using a render texture 7 | * 8 | * Copyright (c) 2024 Jeffery Myers 9 | * 10 | ********************************************************************************************/ 11 | 12 | #pragma once 13 | 14 | #include 15 | 16 | namespace ImGuiUtils 17 | { 18 | void TextWithEllipsis(const char* string, float maxWidth, bool useWordBoundaries = false, float aSpacing = 0); 19 | } -------------------------------------------------------------------------------- /thirdparty/rlImGui/premake-VisualStudio.bat: -------------------------------------------------------------------------------- 1 | premake5.exe vs2022 2 | pause 3 | -------------------------------------------------------------------------------- /thirdparty/rlImGui/premake-mingw.bat: -------------------------------------------------------------------------------- 1 | premake5.exe gmake2 2 | pause 3 | -------------------------------------------------------------------------------- /thirdparty/rlImGui/premake5: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/premake5 -------------------------------------------------------------------------------- /thirdparty/rlImGui/premake5.osx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/premake5.osx -------------------------------------------------------------------------------- /thirdparty/rlImGui/resources/driusstraight.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/resources/driusstraight.ttf -------------------------------------------------------------------------------- /thirdparty/rlImGui/resources/parrots.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/resources/parrots.png --------------------------------------------------------------------------------