#ifndef POSTFX_H #define POSTFX_H typedef struct { Shader shader; int resolutionLoc; int strengthLoc; float strength; } PostProcessing; PostProcessing CreatePostFX(const char* shaderPath){ PostProcessing postFX = {0}; postFX.shader = LoadShader(NULL, shaderPath); if (postFX.shader.id == 0) { TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath); return postFX; } postFX.strength = 0.0f; postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution"); postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength"); Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() }; SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2); return postFX; } void UpdatePostFX(PostProcessing *postFX){ if (postFX->shader.id == 0) return; SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT); Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() }; SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2); } void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){ BeginShaderMode(postFX->shader); DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, -target->texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); } void UnloadPostFX(PostProcessing *postFX){ if (postFX->shader.id == 0) return; UnloadShader(postFX->shader); } #endif // POSTFX_H