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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_texture_waves.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
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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
+*
+* Example originally created with raylib 2.5, last time updated with raylib 3.7
+*
+* Example contributed by Anata (@anatagawa) 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) 2019-2024 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
+
+ // Load texture texture to apply shaders
+ Texture2D texture = LoadTexture("resources/space.png");
+
+ // Load shader and setup location points and values
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
+
+ int secondsLoc = GetShaderLocation(shader, "seconds");
+ int freqXLoc = GetShaderLocation(shader, "freqX");
+ int freqYLoc = GetShaderLocation(shader, "freqY");
+ int ampXLoc = GetShaderLocation(shader, "ampX");
+ int ampYLoc = GetShaderLocation(shader, "ampY");
+ int speedXLoc = GetShaderLocation(shader, "speedX");
+ int speedYLoc = GetShaderLocation(shader, "speedY");
+
+ // 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;
+
+ float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
+ SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
+ SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, ampXLoc, &ampX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
+
+ float seconds = 0.0f;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ // -------------------------------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ seconds += GetFrameTime();
+
+ SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginShaderMode(shader);
+
+ DrawTexture(texture, 0, 0, WHITE);
+ DrawTexture(texture, texture.width, 0, WHITE);
+
+ EndShaderMode();
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texture); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}