|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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) | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB | 
						
						
							|  |     #define GLSL_VERSION            100 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); | 
						
						
							|  | 
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							|  |     // Load texture texture to apply shaders | 
						
						
							|  |     Texture2D texture = LoadTexture("resources/space.png"); | 
						
						
							|  | 
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							|  |     // Load shader and setup location points and values | 
						
						
							|  |     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); | 
						
						
							|  | 
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							|  |     int secondsLoc = GetShaderLocation(shader, "secondes"); | 
						
						
							|  |     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"); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |     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, &X, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |     SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |     SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |     SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT); | 
						
						
							|  | 
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							|  |     float seconds = 0.0f; | 
						
						
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							|  |     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(); | 
						
						
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							|  |         SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             BeginShaderMode(shader); | 
						
						
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							|  |                 DrawTexture(texture, 0, 0, WHITE); | 
						
						
							|  |                 DrawTexture(texture, texture.width, 0, WHITE); | 
						
						
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							|  |             EndShaderMode(); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);         // Unload shader | 
						
						
							|  |     UnloadTexture(texture);       // Unload texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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