new examples: shaders_texture_waves

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Ray 2019-05-14 00:07:34 +02:00
parent a2ed65aa14
commit 6804c2189e
4 changed files with 150 additions and 0 deletions

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform float secondes;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}

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/*******************************************************************************************
*
* raylib [shaders] example - Texture Waves
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Anata (creator) and Ramon Santamaria (review) (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
// -------------------------------------------------------------------------------------------------------------
// Main Entry point
// -------------------------------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
// Load space texture to apply shaders
Texture2D space = LoadTexture("resources/space.png");
// Load shader and setup location points and values
Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
float screenSizeLoc = GetShaderLocation(wave, "size");
float secondsLoc = GetShaderLocation(wave, "secondes");
float freqXLoc = GetShaderLocation(wave, "freqX");
float freqYLoc = GetShaderLocation(wave, "freqY");
float ampXLoc = GetShaderLocation(wave, "ampX");
float ampYLoc = GetShaderLocation(wave, "ampY");
float speedXLoc = GetShaderLocation(wave, "speedX");
float speedYLoc = GetShaderLocation(wave, "speedY");
float screenSize[2] = { 800, 450 };
// Shader uniform values that can be updated at any time
float freqX = 25.0f;
float freqY = 25.0f;
float ampX = 5.0f;
float ampY = 5.0f;
float speedX = 8.0f;
float speedY = 8.0f;
SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
SetShaderValue(wave, ampXLoc, &ampX, UNIFORM_FLOAT);
SetShaderValue(wave, ampYLoc, &ampY, UNIFORM_FLOAT);
SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
float seconds = 0.0f;
SetTargetFPS(60);
// -------------------------------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(wave);
DrawTexture(space, 0, 0, WHITE);
DrawTexture(space, space.width, 0, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(wave); // Unload shader
UnloadTexture(space); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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