sfml shader with lighting in csharp

To use shaders with lighting effects in SFML with C#, you first need to include the SFML.Graphics and SFML.Window namespaces in your code. Then, you can create a Shader object and set its parameters to create the desired lighting effect.

Here is an example code snippet:

main.cs
// include these namespaces at the top of your code file
using SFML.Graphics;
using SFML.Window;

// create a RenderWindow object
RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML Window");

// create a Shader object
var shader = new Shader(null, null, @"
uniform sampler2D texture;
uniform vec3 lightColor;
uniform vec3 darkColor;

void main()
{
    // get the pixel color from the texture
    vec4 color = texture2D(texture, gl_TexCoord[0].xy);

    // calculate light intensity based on the distance from the light source
    vec2 lightPos = vec2(200, 200);
    float dist = distance(gl_FragCoord.xy, lightPos);
    float intensity = max(0, 1 - dist / 200);

    // blend the light and dark colors based on the light intensity
    vec3 blendedColor = mix(darkColor, lightColor, intensity);

    // multiply the pixel color with the blended color to apply the lighting effect
    gl_FragColor = vec4(color.rgb * blendedColor, color.a);
}
");

// set the parameters of the shader
shader.SetParameter("lightColor", new Vec3(1.0f, 1.0f, 0.7f)); // yellowish light color
shader.SetParameter("darkColor", new Vec3(0.1f, 0.1f, 0.2f)); // dark blueish background color

// load an image texture to apply the shader to
Texture texture = new Texture("image.png");

// create a sprite to display the texture
Sprite sprite = new Sprite(texture);

// apply the shader to the sprite
sprite.Shader = shader;

// main loop to display the window
while (window.IsOpen)
{
    window.Clear();
    window.Draw(sprite);
    window.Display();
}
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In this example, the shader applies a yellowish light color to the texture, blending it with a dark blueish background color based on the distance from a light source at position (200, 200). You can adjust the light color, dark color, light source position, and blending function to create different lighting effects.

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