diff --git a/examples/Makefile b/examples/Makefile
index 5af5a559072e..fe0ee9fbd1a8 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -562,7 +562,8 @@ SHADERS = \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
- shaders/shaders_hybrid_render
+ shaders/shaders_hybrid_render \
+ shaders/shaders_deferred_render
AUDIO = \
audio/audio_module_playing \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index 9c2cadc37ef3..c57453ab366c 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -468,7 +468,8 @@ SHADERS = \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
- shaders/shaders_hybrid_render
+ shaders/shaders_hybrid_render \
+ shaders/shaders_deferred_render
AUDIO = \
audio/audio_module_playing \
diff --git a/examples/README.md b/examples/README.md
index 82e4b782521d..0fed8acd03a7 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -176,6 +176,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) |
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
+| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
### category: audio
@@ -183,10 +184,10 @@ Examples using raylib audio functionality, including sound/music loading and pla
| ## | example | image | difficulty
level | version
created | last version
updated | original
developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
-| 117 | [audio_module_playing](audio/audio_module_playing.c) | | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
-| 118 | [audio_music_stream](audio/audio_music_stream.c) | | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
-| 119 | [audio_raw_stream](audio/audio_raw_stream.c) | | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
-| 120 | [audio_sound_loading](audio/audio_sound_loading.c) | | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
+| 118 | [audio_module_playing](audio/audio_module_playing.c) | | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
+| 119 | [audio_music_stream](audio/audio_music_stream.c) | | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
+| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
+| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
### category: others
diff --git a/examples/shaders/resources/shaders/glsl330/deferred_shading.fs b/examples/shaders/resources/shaders/glsl330/deferred_shading.fs
new file mode 100644
index 000000000000..c9c6a313fb14
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/deferred_shading.fs
@@ -0,0 +1,55 @@
+#version 330 core
+out vec4 finalColor;
+
+in vec2 texCoord;
+in vec2 texCoord2;
+
+uniform sampler2D gPosition;
+uniform sampler2D gNormal;
+uniform sampler2D gAlbedoSpec;
+
+struct Light {
+ int enabled;
+ int type; // Unused in this demo.
+ vec3 position;
+ vec3 target; // Unused in this demo.
+ vec4 color;
+};
+
+const int NR_LIGHTS = 4;
+uniform Light lights[NR_LIGHTS];
+uniform vec3 viewPosition;
+
+const float QUADRATIC = 0.032;
+const float LINEAR = 0.09;
+
+void main() {
+ vec3 fragPosition = texture(gPosition, texCoord).rgb;
+ vec3 normal = texture(gNormal, texCoord).rgb;
+ vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
+ float specular = texture(gAlbedoSpec, texCoord).a;
+
+ vec3 ambient = albedo * vec3(0.1f);
+ vec3 viewDirection = normalize(viewPosition - fragPosition);
+
+ for(int i = 0; i < NR_LIGHTS; ++i)
+ {
+ if(lights[i].enabled == 0) continue;
+ vec3 lightDirection = lights[i].position - fragPosition;
+ vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz;
+
+ vec3 halfwayDirection = normalize(lightDirection + viewDirection);
+ float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
+ vec3 specular = specular * spec * lights[i].color.xyz;
+
+ // Attenuation
+ float distance = length(lights[i].position - fragPosition);
+ float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance);
+ diffuse *= attenuation;
+ specular *= attenuation;
+ ambient += diffuse + specular;
+ }
+
+ finalColor = vec4(ambient, 1.0);
+}
+
diff --git a/examples/shaders/resources/shaders/glsl330/deferred_shading.vs b/examples/shaders/resources/shaders/glsl330/deferred_shading.vs
new file mode 100644
index 000000000000..f2b1bd7c4ec0
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/deferred_shading.vs
@@ -0,0 +1,11 @@
+#version 330 core
+
+layout (location = 0) in vec3 vertexPosition;
+layout (location = 1) in vec2 vertexTexCoord;
+
+out vec2 texCoord;
+
+void main() {
+ gl_Position = vec4(vertexPosition, 1.0);
+ texCoord = vertexTexCoord;
+}
diff --git a/examples/shaders/resources/shaders/glsl330/gbuffer.fs b/examples/shaders/resources/shaders/glsl330/gbuffer.fs
new file mode 100644
index 000000000000..c86e20a9e313
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/gbuffer.fs
@@ -0,0 +1,22 @@
+#version 330 core
+layout (location = 0) out vec3 gPosition;
+layout (location = 1) out vec3 gNormal;
+layout (location = 2) out vec4 gAlbedoSpec;
+
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec3 fragNormal;
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+
+void main() {
+ // store the fragment position vector in the first gbuffer texture
+ gPosition = fragPosition;
+ // also store the per-fragment normals into the gbuffer
+ gNormal = normalize(fragNormal);
+ // and the diffuse per-fragment color
+ gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb;
+ // store specular intensity in gAlbedoSpec's alpha component
+ gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r;
+}
diff --git a/examples/shaders/resources/shaders/glsl330/gbuffer.vs b/examples/shaders/resources/shaders/glsl330/gbuffer.vs
new file mode 100644
index 000000000000..7d264ba64558
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/gbuffer.vs
@@ -0,0 +1,24 @@
+#version 330 core
+layout (location = 0) in vec3 vertexPosition;
+layout (location = 1) in vec2 vertexTexCoord;
+layout (location = 2) in vec3 vertexNormal;
+
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec3 fragNormal;
+
+uniform mat4 matModel;
+uniform mat4 matView;
+uniform mat4 matProjection;
+
+void main()
+{
+ vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
+ fragPosition = worldPos.xyz;
+ fragTexCoord = vertexTexCoord;
+
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+ fragNormal = normalMatrix * vertexNormal;
+
+ gl_Position = matProjection * matView * worldPos;
+}
diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c
new file mode 100644
index 000000000000..58d4b1dd9795
--- /dev/null
+++ b/examples/shaders/shaders_deferred_render.c
@@ -0,0 +1,321 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - deferred rendering
+*
+* NOTE: This example requires raylib OpenGL 3.3 or ES 3 versions.
+*
+* Example originally created with raylib 4.5, last time updated with raylib 4.5
+*
+* Example contributed by Justin Andreas Lacoste (@27justin) 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
+*
+* Copyright (c) 2023 Justin Andreas Lacoste (@27justin)
+*
+********************************************************************************************/
+
+#include
+#include
+
+#include "raylib.h"
+#include "rlgl.h"
+
+#include "raymath.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+typedef struct {
+ unsigned int framebuffer;
+
+ unsigned int positionTexture;
+ unsigned int normalTexture;
+ unsigned int albedoSpecTexture;
+
+ unsigned int depthRenderbuffer;
+} GBuffer;
+
+int main(void) {
+ // Initialization
+ // -------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
+
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 60.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load plane model from a generated mesh
+ Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
+ Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
+
+ // Load geometry buffer (G-buffer) shader and deferred shader
+ Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs",
+ "resources/shaders/glsl330/gbuffer.fs");
+
+ Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs",
+ "resources/shaders/glsl330/deferred_shading.fs");
+ deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition");
+
+ // Initialize the G-buffer
+ GBuffer gBuffer = { 0 };
+ gBuffer.framebuffer = rlLoadFramebuffer(screenWidth, screenHeight);
+
+ if(!gBuffer.framebuffer)
+ {
+ TraceLog(LOG_WARNING, "Failed to create framebuffer");
+ exit(1);
+ }
+ rlEnableFramebuffer(gBuffer.framebuffer);
+
+ // Since we are storing position and normal data in these textures,
+ // we need to use a floating point format.
+ gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
+
+ gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
+ // Albedo (diffuse color) and specular strength can be combined into one texture.
+ // The color in RGB, and the specular strength in the alpha channel.
+ gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+
+ // Activate the draw buffers for our framebuffer
+ rlActiveDrawBuffers(3);
+
+ // Now we attach our textures to the framebuffer.
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
+
+ // Finally we attach the depth buffer.
+ gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
+ rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+
+ // Make sure our framebuffer is complete.
+ // NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
+ // to rlDisableFramebuffer() here.
+ if(rlFramebufferComplete(gBuffer.framebuffer) != true)
+ {
+ TraceLog(LOG_WARNING, "Framebuffer is not complete");
+ exit(1);
+ }
+
+ // Now we initialize the sampler2D uniform's in the deferred shader.
+ // We do this by setting the uniform's value to the color channel slot we earlier
+ // bound our textures to.
+ rlEnableShader(deferredShader.id);
+
+ rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gPosition"), 0);
+ rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gNormal"), 1);
+ rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), 2);
+
+ rlDisableShader();
+
+ // Assign out lighting shader to model
+ model.materials[0].shader = gbufferShader;
+ cube.materials[0].shader = gbufferShader;
+
+ // Create lights
+ //--------------------------------------------------------------------------------------
+ Light lights[MAX_LIGHTS] = { 0 };
+ lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, deferredShader);
+ lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, deferredShader);
+ lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
+ lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
+
+ const int MAX_CUBES = 30;
+ const float CUBE_SCALE = 0.25;
+ Vector3 cubePositions[MAX_CUBES];
+ float cubeRotations[MAX_CUBES];
+ for(int i = 0; i < MAX_CUBES; i++)
+ {
+ cubePositions[i] = (Vector3) {
+ .x = (float)(rand() % 10) - 5,
+ .y = (float)(rand() % 5),
+ .z = (float)(rand() % 10) - 5,
+ };
+ cubeRotations[i] = (float)(rand() % 360);
+ }
+
+ enum {
+ POSITION,
+ NORMAL,
+ ALBEDO,
+ DEFERRED_SHADING
+ } activeTexture = DEFERRED_SHADING;
+
+ rlEnableDepthTest();
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //---------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+
+ // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
+ SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
+
+ // Check key inputs to enable/disable lights
+ if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
+ if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
+ if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
+ if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
+
+ // Check key inputs to switch between G-buffer textures
+ if(IsKeyPressed(KEY_ONE)) activeTexture = POSITION;
+ if(IsKeyPressed(KEY_TWO)) activeTexture = NORMAL;
+ if(IsKeyPressed(KEY_THREE)) activeTexture = ALBEDO;
+ if(IsKeyPressed(KEY_FOUR)) activeTexture = DEFERRED_SHADING;
+
+
+ // Update light values (actually, only enable/disable them)
+ for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(deferredShader, lights[i]);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ // ---------------------------------------------------------------------------------
+ BeginDrawing();
+ // Draw to the geometry buffer by first activating it.
+ rlEnableFramebuffer(gBuffer.framebuffer);
+ rlClearScreenBuffers(); // Clear color & depth buffer
+
+ rlDisableColorBlend();
+ BeginMode3D(camera);
+ // NOTE:
+ // We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
+ // will not work, as they won't immediately load the shader program.
+ rlEnableShader(gbufferShader.id);
+ // When drawing a model here, make sure that the material's shaders
+ // are set to the gbuffer shader!
+ DrawModel(model, Vector3Zero(), 1.0f, WHITE);
+ DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
+
+ for(int i = 0; i < MAX_CUBES; i++)
+ {
+ Vector3 position = cubePositions[i];
+
+ DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
+ }
+
+ rlDisableShader();
+ EndMode3D();
+ rlEnableColorBlend();
+
+ // Go back to the default framebuffer (0) and draw our deferred shading.
+ rlDisableFramebuffer();
+ rlClearScreenBuffers(); // Clear color & depth buffer
+
+ switch(activeTexture)
+ {
+ case DEFERRED_SHADING:
+ BeginMode3D(camera);
+ rlDisableColorBlend();
+ rlEnableShader(deferredShader.id);
+ // Activate our g-buffer textures
+ // These will now be bound to the sampler2D uniforms `gPosition`, `gNormal`,
+ // and `gAlbedoSpec`
+ rlActiveTextureSlot(0);
+ rlEnableTexture(gBuffer.positionTexture);
+ rlActiveTextureSlot(1);
+ rlEnableTexture(gBuffer.normalTexture);
+ rlActiveTextureSlot(2);
+ rlEnableTexture(gBuffer.albedoSpecTexture);
+
+ // Finally, we draw a fullscreen quad to our default framebuffer
+ // This will now be shaded using our deferred shader
+ rlLoadDrawQuad();
+ rlDisableShader();
+ rlEnableColorBlend();
+ EndMode3D();
+
+ // As a last step, we now copy over the depth buffer from our g-buffer to the
+ // default framebuffer.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ rlDisableFramebuffer();
+
+ // Since our shader is now done and disabled, we can draw our lights in default
+ // forward rendering
+ BeginMode3D(camera);
+ rlEnableShader(rlGetShaderIdDefault());
+ for(int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if(lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
+ else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
+ }
+ rlDisableShader();
+ EndMode3D();
+ DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
+ break;
+ case POSITION:
+ DrawTextureRec((Texture2D) {
+ .id = gBuffer.positionTexture,
+ .width = screenWidth,
+ .height = screenHeight,
+ }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
+ DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
+ break;
+ case NORMAL:
+ DrawTextureRec((Texture2D) {
+ .id = gBuffer.normalTexture,
+ .width = screenWidth,
+ .height = screenHeight,
+ }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
+ DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
+ break;
+
+ case ALBEDO:
+ DrawTextureRec((Texture2D) {
+ .id = gBuffer.albedoSpecTexture,
+ .width = screenWidth,
+ .height = screenHeight,
+ }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
+ DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
+ break;
+ }
+
+ DrawFPS(10, 10);
+
+ DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
+ DrawText("Use keys [1]-[4] to switch between G-buffer textures", 10, 70, 20, DARKGRAY);
+ EndDrawing();
+ // -----------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModel(model); // Unload the models
+ UnloadModel(cube);
+
+ UnloadShader(deferredShader); // Unload shaders
+ UnloadShader(gbufferShader);
+
+ // Unload geometry buffer and all attached textures
+ rlUnloadFramebuffer(gBuffer.framebuffer);
+ rlUnloadTexture(gBuffer.positionTexture);
+ rlUnloadTexture(gBuffer.normalTexture);
+ rlUnloadTexture(gBuffer.albedoSpecTexture);
+ rlUnloadTexture(gBuffer.depthRenderbuffer);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
diff --git a/examples/shaders/shaders_deferred_render.png b/examples/shaders/shaders_deferred_render.png
new file mode 100644
index 000000000000..44129f0ff0ec
Binary files /dev/null and b/examples/shaders/shaders_deferred_render.png differ