Tower Blocks in C and Raylib: Custom Lighting Shaders [Episode 5]

Опубликовано: 31 Август 2026
на канале: Let's Reinvent the Wheel
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Welcome to Episode 5 of the Tower Blocks series!

In the last episode we made the game feel alive with smooth camera movement and falling chopped blocks. Now it's time to give the game a major visual upgrade.

In this video we:
✨ Write custom GLSL vertex and fragment shaders
💡 Implement real lighting using ambient, diffuse and specular components
🎨 Add per block color support via shader uniforms
👁️ Pass the camera position for specular reflection calculations
🔧 Hook the lighting shader into both placed and falling blocks

This step takes our game from flat to fully 3D lit, giving depth, contrast and a big jump in visual quality.

📺 Full Tower Blocks series playlist:    • Tower Blocks in C and Raylib  
📖 Companion Blog Post: https://letsreinventthewheel.github.i...
🧠 Source code: https://github.com/letsreinventthewhe...

💬 Got questions? Drop a comment.
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📌 Want more projects like this? Subscribe and stay tuned...

00:00 Episode's goals
01:32 Loading shaders
02:40 Basic vertex and fragment shaders
05:00 Using our shaders in Raylib code
06:25 Ambient light
10:47 Diffuse light
18:25 Vertex normals "fix"
20:02 Specular light
26:01 Switch falling blocks to use custom shader
28:22 Next step / episode

#gamedev #coding #programming #raylib #cprogramming