├── .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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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:
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/thirdparty/imgui-docking/imgui/examples/libs/usynergy/README.txt:
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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 |
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/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 |
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/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 |
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/thirdparty/imgui-docking/imgui/misc/cpp/imgui_stdlib.h:
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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 |
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/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 |
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/thirdparty/imgui-docking/imgui/misc/debuggers/imgui.gdb:
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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 |
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/thirdparty/imgui-docking/imgui/misc/single_file/imgui_single_file.h:
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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 |
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/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 -- ${outcome}")
12 | endfunction()
13 |
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/thirdparty/raylib-5.0/cmake/BuildOptions.cmake:
--------------------------------------------------------------------------------
1 | if(${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${var}=${${var}_VALUES} allowed.")
8 | endif()
9 | endmacro()
10 |
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/thirdparty/raylib-5.0/cmake/JoinPaths.cmake:
--------------------------------------------------------------------------------
1 | # This module provides function for joining paths
2 | # known from most languages
3 | #
4 | # Original license:
5 | # SPDX-License-Identifier: (MIT OR CC0-1.0)
6 | # Explicit permission given to distribute this module under
7 | # the terms of the project as described in /LICENSE.rst.
8 | # Copyright 2020 Jan Tojnar
9 | # https://github.com/jtojnar/cmake-snips
10 | #
11 | # Modelled after Python’s os.path.join
12 | # https://docs.python.org/3.7/library/os.path.html#os.path.join
13 | # Windows not supported
14 | function(join_paths joined_path first_path_segment)
15 | set(temp_path "${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 |
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/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 |
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/thirdparty/raylib-5.0/cmake/PopulateConfigVariablesLocally.cmake:
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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 "${raylib_DEFINITIONS}" PARENT_SCOPE)
11 | endmacro()
12 |
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/thirdparty/raylib-5.0/cmake/Uninstall.cmake:
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1 | if(NOT EXISTS "@CMAKE_BINARY_DIR@/install_manifest.txt")
2 | message(FATAL_ERROR "Cannot find install manifest: @CMAKE_BINARY_DIR@/install_manifest.txt")
3 | endif()
4 |
5 | file(READ "@CMAKE_BINARY_DIR@/install_manifest.txt" files)
6 | string(REGEX REPLACE "\n" ";" files "${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 |
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/thirdparty/raylib-5.0/cmake/raylib-config-version.cmake:
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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 |
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1 | | resource | author | licence | notes |
2 | | :------------ | :---------: | :------ | :---- |
3 | | ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
4 | | xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
5 |
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/thirdparty/raylib-5.0/examples/models/resources/models/gltf/LICENSE:
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1 | robot.glb model by @Quaternius (https://www.patreon.com/quaternius)
2 | Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)
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/thirdparty/raylib-5.0/examples/models/resources/models/vox/LICENSE:
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1 | The following models are provided by the official github repo of voxel-model format by MagikaVoxel developer @ephtracy
2 |
3 | GitHub official repo: 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 |
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/thirdparty/raylib-5.0/examples/models/resources/models/vox/chr_knight.vox:
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/cubemap.fs:
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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 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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/cubemap.vs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/skybox.fs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl100/skybox.vs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/cubemap.fs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/cubemap.vs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/skybox.fs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/shaders/glsl330/skybox.vs:
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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 |
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/thirdparty/raylib-5.0/examples/models/resources/skybox.png:
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/thirdparty/raylib-5.0/examples/others/easings_testbed.png:
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/thirdparty/raylib-5.0/examples/others/embedded_files_loading.png:
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/thirdparty/raylib-5.0/examples/others/raylib_opengl_interop.png:
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/thirdparty/raylib-5.0/examples/others/resources/shaders/glsl100/point_particle.fs:
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1 | #version 100
2 |
3 | precision mediump float;
4 |
5 | // Input uniform values
6 | uniform vec4 color;
7 |
8 | // NOTE: Add here your custom variables
9 |
10 | void main()
11 | {
12 | // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
13 | // it. (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 | }
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/thirdparty/raylib-5.0/examples/others/resources/shaders/glsl100/point_particle.vs:
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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 | }
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/thirdparty/raylib-5.0/examples/others/resources/shaders/glsl330/point_particle.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/others/resources/shaders/glsl330/point_particle.vs:
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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 | }
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/thirdparty/raylib-5.0/examples/others/resources/shaders/glsl430/gol_render.glsl:
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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 |
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/thirdparty/raylib-5.0/examples/others/rlgl_compute_shader.png:
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/thirdparty/raylib-5.0/examples/others/rlgl_standalone.png:
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/thirdparty/raylib-5.0/examples/raylib_makefile_example.bat:
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1 | ::@echo off
2 | :: .
3 | :: Compile your examples using: raylib_makefile_example.bat core/core_basic_window
4 | :: .
5 | :: > Setup required Environment
6 | :: -------------------------------------
7 | set RAYLIB_INCLUDE_DIR=C:\raylib\raylib\src
8 | set RAYLIB_LIB_DIR=C:\raylib\raylib\src
9 | set RAYLIB_RES_FILE=C:\raylib\raylib\src\raylib.rc.data
10 | set COMPILER_DIR=C:\raylib\w64devkit\bin
11 | set PATH=%PATH%;%COMPILER_DIR%
12 | set FILENAME=%1
13 | set FILENAME_FULL_PATH=%~f1
14 | cd %~dp0
15 | :: .
16 | :: > Cleaning latest build
17 | :: ---------------------------
18 | cmd /c if exist %FILENAME_FULL_PATH%.exe del /F %FILENAME_FULL_PATH%.exe
19 | :: .
20 | :: > Compiling program
21 | :: --------------------------
22 | :: -B : Force make recompilation 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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/cubicmap_atlas.png:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/examples/shaders/resources/cubicmap_atlas.png
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/thirdparty/raylib-5.0/examples/shaders/resources/fudesumi.png:
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/thirdparty/raylib-5.0/examples/shaders/resources/models/barracks_diffuse.png:
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/thirdparty/raylib-5.0/examples/shaders/resources/models/church_diffuse.png:
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/thirdparty/raylib-5.0/examples/shaders/resources/models/watermill_diffuse.png:
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/thirdparty/raylib-5.0/examples/shaders/resources/plasma.png:
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/thirdparty/raylib-5.0/examples/shaders/resources/raysan.png:
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/base.fs:
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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);
19 |
20 | // NOTE: Implement here your fragment shader code
21 |
22 | gl_FragColor = texelColor*colDiffuse;
23 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/base.vs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/color_mix.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/depth.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/fisheye.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/grayscale.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/hybrid_raster.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/lighting_instancing.vs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/mask.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/pixelizer.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/posterization.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/predator.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/tiling.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/wave.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl100/write_depth.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/base.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/base.vs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/fisheye.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/grayscale.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/palette_switch.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/pixelizer.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/posterization.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl120/predator.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/base.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/base.vs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/blur.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/color_mix.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/deferred_shading.vs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/depth.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/fisheye.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/gbuffer.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/gbuffer.vs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/grayscale.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lighting.vs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lightmap.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/lightmap.vs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/mask.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/overdraw.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/palette_switch.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/pixelizer.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/posterization.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/predator.fs:
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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 | }
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/tiling.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/wave.fs:
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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 |
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/thirdparty/raylib-5.0/examples/shaders/resources/shaders/glsl330/write_depth.fs:
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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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/thirdparty/raylib-5.0/examples/shaders/resources/space.png:
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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 | 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 |
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/thirdparty/raylib-5.0/examples/text/resources/shaders/glsl100/sdf.fs:
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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 |
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/thirdparty/raylib-5.0/examples/text/resources/shaders/glsl330/alpha_discard.fs:
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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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/thirdparty/raylib-5.0/examples/text/resources/shaders/glsl330/sdf.fs:
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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 | // NOTE: Calculate alpha using signed distance field (SDF)
20 | float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5;
21 | float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline)));
22 | float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline);
23 |
24 | // Calculate final fragment color
25 | finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
26 | }
27 |
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/thirdparty/raylib-5.0/parser/LICENSE:
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1 | Copyright (c) 2021-2023 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 |
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/thirdparty/raylib-5.0/projects/4coder/main.c:
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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 | }
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/thirdparty/raylib-5.0/projects/Builder/examples/README.md:
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1 | Open `meson.build` with Builder or run `meson build; cd build; ninja; ./core_basic_window` on the commandline to launch the example.
2 |
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/thirdparty/raylib-5.0/projects/Builder/examples/meson.build:
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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 | ```
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/thirdparty/raylib-5.0/projects/CodeBlocks/README.md:
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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 | 
21 |
22 | For an example with resources, see https://github.com/electronstudio/raylib-game-template-codeblocks
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/thirdparty/raylib-5.0/projects/CodeBlocks/compiler_settings.png:
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/thirdparty/raylib-5.0/projects/Geany/raylib_compile_execute.bat:
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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
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/thirdparty/raylib-5.0/projects/Geany/raylib_project.geany:
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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 |
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/thirdparty/raylib-5.0/projects/Notepad++/README.md:
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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 |
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/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_mingw.txt:
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/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_tcc.txt:
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/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_w64devkit.txt:
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/thirdparty/raylib-5.0/projects/Notepad++/npes_saved_zig.txt:
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/thirdparty/raylib-5.0/projects/Notepad++/raylib_npp_parser/raylib_npp.xml:
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/thirdparty/raylib-5.0/projects/README.md:
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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:
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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 ${folder}\\examples && mingw32-make PLATFORM=PLATFORM_DESKTOP"
11 | },
12 | ]
13 | }
14 |
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/thirdparty/raylib-5.0/projects/SublimeText/raylib.sublime-project:
--------------------------------------------------------------------------------
1 | {
2 | "folders":
3 | [
4 | {
5 | "path": "../../"
6 | }
7 | ]
8 | }
9 |
--------------------------------------------------------------------------------
/thirdparty/raylib-5.0/projects/VS2019-Android/raylib_android/raylib_android.NativeActivity/raylib_android.NativeActivity.vcxproj.filters:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
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/thirdparty/raylib-5.0/projects/VS2019-Android/raylib_android/raylib_android.Packaging/project.properties:
--------------------------------------------------------------------------------
1 | # Project target
2 | target=$(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"${includedir}"
14 |
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/thirdparty/raylib-5.0/src/external/glfw/.mailmap:
--------------------------------------------------------------------------------
1 | Camilla Löwy
2 | Camilla Löwy
3 | Camilla Löwy
4 |
5 | Emmanuel Gil Peyrot
6 |
7 | Marcus Geelnard
8 | Marcus Geelnard
9 | Marcus Geelnard
10 |
11 |
--------------------------------------------------------------------------------
/thirdparty/raylib-5.0/src/external/glfw/CMake/glfw3.pc.in:
--------------------------------------------------------------------------------
1 | prefix=@CMAKE_INSTALL_PREFIX@
2 | exec_prefix=${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 |
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/thirdparty/raylib-5.0/src/external/glfw/CMake/i686-w64-mingw32.cmake:
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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 |
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/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 |
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/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:
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/thirdparty/raylib-5.0/src/raylib.ico:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/src/raylib.ico
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/thirdparty/raylib-5.0/src/raylib.rc:
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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 |
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/thirdparty/raylib-5.0/src/raylib.rc.data:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/raylib-5.0/src/raylib.rc.data
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/thirdparty/rlImGui/CMakeLists.txt:
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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)
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/thirdparty/rlImGui/LICENSE:
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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 |
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/thirdparty/rlImGui/examples/asset_browser/imgui_utils.h:
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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 | }
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/thirdparty/rlImGui/premake-VisualStudio.bat:
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1 | premake5.exe vs2022
2 | pause
3 |
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/thirdparty/rlImGui/premake-mingw.bat:
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1 | premake5.exe gmake2
2 | pause
3 |
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/thirdparty/rlImGui/premake5:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/premake5
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/thirdparty/rlImGui/premake5.osx:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/premake5.osx
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/thirdparty/rlImGui/resources/driusstraight.ttf:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/resources/driusstraight.ttf
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/thirdparty/rlImGui/resources/parrots.png:
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https://raw.githubusercontent.com/meemknight/raylibCmakeSetup/d37e47351e345b4332862d2637a8d017d8af2c4d/thirdparty/rlImGui/resources/parrots.png
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