Browse Source

REXM: RENAME: example: `shaders_write_depth` --> `shaders_depth_writing`

Ray 4 days ago
parent
commit
adac5f7770

+ 1 - 1
examples/Makefile

@@ -656,7 +656,7 @@ SHADERS = \
     shaders/shaders_texture_tiling \
     shaders/shaders_texture_waves \
     shaders/shaders_vertex_displacement \
-    shaders/shaders_write_depth
+    shaders/shaders_depth_writing
 
 AUDIO = \
     audio/audio_mixed_processor \

+ 2 - 2
examples/Makefile.Web

@@ -656,7 +656,7 @@ SHADERS = \
     shaders/shaders_texture_tiling \
     shaders/shaders_texture_waves \
     shaders/shaders_vertex_displacement \
-    shaders/shaders_write_depth
+    shaders/shaders_depth_writing
 
 AUDIO = \
     audio/audio_mixed_processor \
@@ -1298,7 +1298,7 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
     --preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
     --preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
 
-shaders/shaders_write_depth: shaders/shaders_write_depth.c
+shaders/shaders_depth_writing: shaders/shaders_depth_writing.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
     --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
 

+ 1 - 1
examples/README.md

@@ -203,7 +203,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
 | [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
 | [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | <img src="shaders/shaders_shadowmap_rendering.png" alt="shaders_shadowmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
-| [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
+| [shaders_depth_writing](shaders/shaders_depth_writing.c) | <img src="shaders/shaders_depth_writing.png" alt="shaders_depth_writing" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
 | [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |

+ 1 - 1
examples/examples_list.txt

@@ -150,7 +150,7 @@ shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin
 shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
 shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
 shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
-shaders;shaders_write_depth;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
+shaders;shaders_depth_writing;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
 shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
 shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
 shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton

+ 43 - 13
examples/shaders/shaders_depth_rendering.c

@@ -6,7 +6,7 @@
 *
 *   Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
 *
-*   Example contributed by Luís Almeida (@luis605)
+*   Example contributed by Luís Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
 *
 *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 *   BSD-like license that allows static linking with closed source software
@@ -16,6 +16,7 @@
 ********************************************************************************************/
 
 #include "raylib.h"
+
 #include "rlgl.h"
 
 #if defined(PLATFORM_DESKTOP)
@@ -24,7 +25,14 @@
     #define GLSL_VERSION            100
 #endif
 
-RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
+//--------------------------------------------------------------------------------------
+// Module Functions Declaration
+//--------------------------------------------------------------------------------------
+// Load custom render texture with depth texture attached
+static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
+
+// Unload render texture from GPU memory (VRAM)
+static void UnloadRenderTextureDepthTex(RenderTexture2D target);
 
 //------------------------------------------------------------------------------------
 // Program main entry point
@@ -38,7 +46,7 @@ int main(void)
 
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
 
-    // Init camera
+    // Define the camera to look into our 3d world
     Camera camera = { 0 };
     camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
@@ -46,8 +54,8 @@ int main(void)
     camera.fovy = 45.0f;
     camera.projection = CAMERA_PERSPECTIVE;
 
-    // Load an empty render texture with a depth texture
-    RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
+    // Load render texture with a depth texture attached
+    RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
 
     // Load depth shader and get depth texture shader location
     Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
@@ -55,7 +63,7 @@ int main(void)
     int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
     SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
 
-    // Load models
+    // Load scene models
     Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
     Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
 
@@ -78,12 +86,14 @@ int main(void)
             ClearBackground(WHITE);
 
             BeginMode3D(camera);
-                DrawModel(cube,  (Vector3){ 0.0f, 0.0f, 0.0f },  3.0f, YELLOW);
+                DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
                 DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
             EndMode3D();
         EndTextureMode();
 
+        // Draw into screen (main framebuffer)
         BeginDrawing();
+            ClearBackground(RAYWHITE);
 
             BeginShaderMode(depthShader);
                 SetShaderValueTexture(depthShader, depthLoc, target.depth);
@@ -106,19 +116,24 @@ int main(void)
     //--------------------------------------------------------------------------------------
     UnloadModel(cube);              // Unload model
     UnloadModel(floor);             // Unload model
-    UnloadRenderTexture(target);    // Unload render texture
+    UnloadRenderTextureDepthTex(target);
     UnloadShader(depthShader);      // Unload shader
 
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
+
     return 0;
 }
 
-RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
+//--------------------------------------------------------------------------------------
+// Module Functions Definition
+//--------------------------------------------------------------------------------------
+// Load custom render texture, create a writable depth texture buffer
+static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
 {
-    RenderTexture2D target = {0};
+    RenderTexture2D target = { 0 };
 
-    target.id = rlLoadFramebuffer();   // Load an empty framebuffer
+    target.id = rlLoadFramebuffer(); // Load an empty framebuffer
 
     if (target.id > 0)
     {
@@ -131,11 +146,11 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
         target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
         target.texture.mipmaps = 1;
 
-        // Create depth texture
+        // Create depth texture buffer (instead of raylib default renderbuffer)
         target.depth.id = rlLoadTextureDepth(width, height, false);
         target.depth.width = width;
         target.depth.height = height;
-        target.depth.format = 19;       //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB
+        target.depth.format = 19;       // DEPTH_COMPONENT_24BIT: Not defined in raylib
         target.depth.mipmaps = 1;
 
         // Attach color texture and depth texture to FBO
@@ -150,4 +165,19 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
     else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
 
     return target;
+}
+
+// Unload render texture from GPU memory (VRAM)
+void UnloadRenderTextureDepthTex(RenderTexture2D target)
+{
+    if (target.id > 0)
+    {
+        // Color texture attached to FBO is deleted
+        rlUnloadTexture(target.texture.id);
+        rlUnloadTexture(target.depth.id);
+
+        // NOTE: Depth texture is automatically
+        // queried and deleted before deleting framebuffer
+        rlUnloadFramebuffer(target.id);
+    }
 }

+ 15 - 14
examples/shaders/shaders_write_depth.c → examples/shaders/shaders_depth_writing.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - write depth
+*   raylib [shaders] example - depth writing
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -20,9 +20,9 @@
 #include "rlgl.h"
 
 #if defined(PLATFORM_DESKTOP)
-#define GLSL_VERSION            330
+    #define GLSL_VERSION            330
 #else   // PLATFORM_ANDROID, PLATFORM_WEB
-#define GLSL_VERSION            100
+    #define GLSL_VERSION            100
 #endif
 
 //--------------------------------------------------------------------------------------
@@ -44,13 +44,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth");
-
-    // The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
-    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
-
-    // Use Customized function to create writable depth texture buffer
-    RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
 
     // Define the camera to look into our 3d world
     Camera camera = {
@@ -61,6 +55,12 @@ int main(void)
         .projection = CAMERA_PERSPECTIVE              // Camera projection type
     };
 
+    // Load custom render texture with writable depth texture buffer
+    RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
+
+    // Load depth writting shader
+    // NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
+    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -74,7 +74,7 @@ int main(void)
 
         // Draw
         //----------------------------------------------------------------------------------
-        // Draw into our custom render texture (framebuffer)
+        // Draw into our custom render texture
         BeginTextureMode(target);
             ClearBackground(WHITE);
 
@@ -92,7 +92,9 @@ int main(void)
         // Draw into screen our custom render texture
         BeginDrawing();
             ClearBackground(RAYWHITE);
+
             DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
+
             DrawFPS(10, 10);
         EndDrawing();
         //----------------------------------------------------------------------------------
@@ -112,9 +114,8 @@ int main(void)
 //--------------------------------------------------------------------------------------
 // Module Functions Definition
 //--------------------------------------------------------------------------------------
-
 // Load custom render texture, create a writable depth texture buffer
-RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
+static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
 {
     RenderTexture2D target = { 0 };
 
@@ -135,7 +136,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
         target.depth.id = rlLoadTextureDepth(width, height, false);
         target.depth.width = width;
         target.depth.height = height;
-        target.depth.format = 19;       //DEPTH_COMPONENT_24BIT?
+        target.depth.format = 19;       // DEPTH_COMPONENT_24BIT: Not defined in raylib
         target.depth.mipmaps = 1;
 
         // Attach color texture and depth texture to FBO

+ 0 - 0
examples/shaders/shaders_write_depth.png → examples/shaders/shaders_depth_writing.png


+ 568 - 568
projects/VS2022/examples/shaders_write_depth.vcxproj → projects/VS2022/examples/shaders_depth_writing.vcxproj

@@ -1,569 +1,569 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <ItemGroup Label="ProjectConfigurations">
-    <ProjectConfiguration Include="Debug.DLL|ARM64">
-      <Configuration>Debug.DLL</Configuration>
-      <Platform>ARM64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug.DLL|Win32">
-      <Configuration>Debug.DLL</Configuration>
-      <Platform>Win32</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug.DLL|x64">
-      <Configuration>Debug.DLL</Configuration>
-      <Platform>x64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug|ARM64">
-      <Configuration>Debug</Configuration>
-      <Platform>ARM64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug|Win32">
-      <Configuration>Debug</Configuration>
-      <Platform>Win32</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug|x64">
-      <Configuration>Debug</Configuration>
-      <Platform>x64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release.DLL|ARM64">
-      <Configuration>Release.DLL</Configuration>
-      <Platform>ARM64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release.DLL|Win32">
-      <Configuration>Release.DLL</Configuration>
-      <Platform>Win32</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release.DLL|x64">
-      <Configuration>Release.DLL</Configuration>
-      <Platform>x64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release|ARM64">
-      <Configuration>Release</Configuration>
-      <Platform>ARM64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release|Win32">
-      <Configuration>Release</Configuration>
-      <Platform>Win32</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release|x64">
-      <Configuration>Release</Configuration>
-      <Platform>x64</Platform>
-    </ProjectConfiguration>
-  </ItemGroup>
-  <PropertyGroup Label="Globals">
-    <ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
-    <Keyword>Win32Proj</Keyword>
-    <RootNamespace>shaders_write_depth</RootNamespace>
-    <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
-    <ProjectName>shaders_write_depth</ProjectName>
-  </PropertyGroup>
-  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
-  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
-    <ConfigurationType>Application</ConfigurationType>
-    <UseDebugLibraries>true</UseDebugLibraries>
-    <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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+      <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <CompileAs>CompileAsC</CompileAs>
+      <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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+    <Link>
+      <SubSystem>Console</SubSystem>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+    </Link>
+    <PostBuildEvent>
+      <Command>xcopy /y /d  "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+    </PostBuildEvent>
+    <PostBuildEvent>
+      <Message>Copy Release DLL to output directory</Message>
+    </PostBuildEvent>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <PrecompiledHeader>
+      </PrecompiledHeader>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
+      <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <CompileAs>CompileAsC</CompileAs>
+      <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+    </ClCompile>
+    <Link>
+      <SubSystem>Console</SubSystem>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+    </Link>
+    <PostBuildEvent>
+      <Command>xcopy /y /d  "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+    </PostBuildEvent>
+    <PostBuildEvent>
+      <Message>Copy Release DLL to output directory</Message>
+    </PostBuildEvent>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <PrecompiledHeader>
+      </PrecompiledHeader>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
+      <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <CompileAs>CompileAsC</CompileAs>
+      <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+    </ClCompile>
+    <Link>
+      <SubSystem>Console</SubSystem>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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+    <PostBuildEvent>
+      <Command>xcopy /y /d  "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+    </PostBuildEvent>
+    <PostBuildEvent>
+      <Message>Copy Release DLL to output directory</Message>
+    </PostBuildEvent>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\..\examples\shaders\shaders_depth_writing.c" />
+  </ItemGroup>
+  <ItemGroup>
+    <ResourceCompile Include="..\..\..\examples\examples.rc" />
+  </ItemGroup>
+  <ItemGroup>
+    <ProjectReference Include="..\raylib\raylib.vcxproj">
+      <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
+    </ProjectReference>
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
 </Project>

+ 1 - 1
projects/VS2022/raylib.sln

@@ -267,7 +267,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", "
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}"
 EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_writing", "examples\shaders_depth_writing.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
 EndProject