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update for release 5.5
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README.md

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@@ -63,7 +63,7 @@ Haiku | :heavy_check_mark: |
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build and installation raylib
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--------
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raylib binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
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raylib binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases),and also in the ray4laz/libs folder.
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building raylib on multiple platforms
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--------

binary/resources/LICENSE.md

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| resource | author | licence | notes |
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| :----------------- | :-----------: | :------ | :---- |
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| models/barracks.obj,<br> models/barracks_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
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| models/church.obj,<br> models/church_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
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| models/watermill.obj,<br> models/watermill_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
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| fudesumi.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/) | - |
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| mask.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
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| plasma.png | [@chriscamacho](https://github.com/chriscamacho) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
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| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
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| space.png ||| - |
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| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
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| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
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| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
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| resource | author | licence | notes |
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| :------------------- | :---------: | :------ | :---- |
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| boom.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
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| buttonfx.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
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| button.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
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| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
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| ninepatch_button.png | [@overdev](https://github.com/overdev) ||
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| explosion.png | [Unity Labs Paris](https://blogs.unity3d.com/2016/11/28/free-vfx-image-sequences-flipbooks/) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) |
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| parrots.png | [Kodak set](http://r0k.us/graphics/kodak/) | ❔ | Original name: `kodim23.png`
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| cat.png ||| - |
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| wabbit_alpha.png ||| - |
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| custom_jupiter_crash.png | [Brian Kent (AEnigma)](https://www.dafont.com/es/aenigma.d188) | [Freeware](https://www.dafont.com/es/jupiter-crash.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
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| KAISG.ttf | [Dieter Steffmann](http://www.steffmann.de/wordpress/) | [Freeware](https://www.1001fonts.com/users/steffmann/) | [Kaiserzeit Gotisch](https://www.dafont.com/es/kaiserzeit-gotisch.font) font |
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| fudesumi.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/) | - |
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| scarfy.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
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| cyberpunk_street_background.png | [Luis Zuno](http://ansimuz.com/site/) | [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/) | [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) |
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| cyberpunk_street_foreground.png | [Luis Zuno](http://ansimuz.com/site/) | [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/) | [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) |
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| cyberpunk_street_midground.png | [Luis Zuno](http://ansimuz.com/site/) | [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/) | [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) |

binary/resources/coin.wav

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binary/resources/fudesumi.png

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binary/resources/shaders/glsl100/lighting.fs

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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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}
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}
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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// Fetch color from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
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gl_FragColor = texelColor*colDiffuse*fragColor;
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}
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#version 100
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#define MAX_BONE_NUM 64
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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attribute vec4 vertexBoneIds;
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attribute vec4 vertexBoneWeights;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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void main()
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{
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int boneIndex0 = int(vertexBoneIds.x);
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int boneIndex1 = int(vertexBoneIds.y);
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int boneIndex2 = int(vertexBoneIds.z);
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int boneIndex3 = int(vertexBoneIds.w);
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// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
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mat4 boneMatrixTransposed0 = mat4(
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vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
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vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
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vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
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vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
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mat4 boneMatrixTransposed1 = mat4(
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vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
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vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
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vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
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vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
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mat4 boneMatrixTransposed2 = mat4(
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vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
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vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
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vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
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vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
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mat4 boneMatrixTransposed3 = mat4(
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vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
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vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
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vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
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vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
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vec4 skinnedPosition =
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vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
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vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp*skinnedPosition;
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}

binary/resources/shaders/glsl120/lighting.fs

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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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}
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}
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction

binary/resources/shaders/glsl330/lighting.fs

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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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//in vec4 fragColor;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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// NOTE: Implement here your fragment shader code
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}
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}
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0)*tint;
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));

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