add more texture & shader examples
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61
examples/shaders/texture_drawing/cubes_panning.fs
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61
examples/shaders/texture_drawing/cubes_panning.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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// Custom variables
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#define PI 3.14159265358979323846
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uniform float uTime = 0.0;
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float divisions = 5.0;
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float angle = 0.0;
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vec2 VectorRotateTime(vec2 v, float speed)
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{
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float time = uTime*speed;
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float localTime = fract(time); // The time domain this works on is 1 sec.
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if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
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else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
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else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
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else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
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// Rotate vector by angle
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v -= 0.5;
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v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
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v += 0.5;
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return v;
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}
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float Rectangle(in vec2 st, in float size, in float fill)
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{
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float roundSize = 0.5 - size/2.0;
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float left = step(roundSize, st.x);
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float top = step(roundSize, st.y);
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float bottom = step(roundSize, 1.0 - st.y);
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float right = step(roundSize, 1.0 - st.x);
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return (left*bottom*right*top)*fill;
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}
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void main()
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{
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vec2 fragPos = fragTexCoord;
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fragPos.xy += uTime/9.0;
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fragPos *= divisions;
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vec2 ipos = floor(fragPos); // Get the integer coords
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vec2 fpos = fract(fragPos); // Get the fractional coords
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fpos = VectorRotateTime(fpos, 0.2);
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float alpha = Rectangle(fpos, 0.216, 1.0);
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vec3 color = vec3(0.3, 0.3, 0.3);
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finalColor = vec4(color, alpha);
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}
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49
examples/shaders/texture_drawing/main.go
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49
examples/shaders/texture_drawing/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing")
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imBlank := rl.GenImageColor(1024, 1024, rl.Blank)
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texture := rl.LoadTextureFromImage(imBlank)
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rl.UnloadImage(imBlank)
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shader := rl.LoadShader("", "cubes_panning.fs")
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time := []float32{0}
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timeLoc := rl.GetShaderLocation(shader, "uTime")
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rl.SetShaderValue(shader, timeLoc, time, rl.ShaderUniformFloat)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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time = nil
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time = []float32{float32(rl.GetTime())}
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rl.SetShaderValue(shader, timeLoc, time, rl.ShaderUniformFloat)
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginShaderMode(shader)
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rl.DrawTexture(texture, 0, 0, rl.White)
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rl.EndShaderMode()
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rl.DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, rl.Maroon)
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rl.EndDrawing()
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}
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rl.UnloadShader(shader) // Unload shader
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rl.CloseWindow()
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}
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67
examples/shaders/texture_waves/main.go
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examples/shaders/texture_waves/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves")
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texture := rl.LoadTexture("space.png")
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shader := rl.LoadShader("", "wave.fs")
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secondsLoc := rl.GetShaderLocation(shader, "seconds")
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freqXLoc := rl.GetShaderLocation(shader, "freqX")
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freqYLoc := rl.GetShaderLocation(shader, "freqY")
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ampXLoc := rl.GetShaderLocation(shader, "ampX")
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ampYLoc := rl.GetShaderLocation(shader, "ampY")
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speedXLoc := rl.GetShaderLocation(shader, "speedX")
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speedYLoc := rl.GetShaderLocation(shader, "speedY")
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freqX := []float32{25}
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freqY := []float32{25}
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ampX := []float32{5}
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ampY := []float32{5}
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speedX := []float32{8}
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speedY := []float32{8}
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screensize := []float32{float32(rl.GetScreenWidth()), float32(rl.GetScreenHeight())}
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rl.SetShaderValue(shader, rl.GetShaderLocation(shader, "size"), screensize, rl.ShaderUniformVec2)
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rl.SetShaderValue(shader, freqXLoc, freqX, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, freqYLoc, freqY, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, ampXLoc, ampX, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, ampYLoc, ampY, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, speedXLoc, speedX, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, speedYLoc, speedY, rl.ShaderUniformFloat)
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seconds := []float32{0}
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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seconds[0] += rl.GetFrameTime()
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rl.SetShaderValue(shader, secondsLoc, seconds, rl.ShaderUniformFloat)
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginShaderMode(shader)
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rl.DrawTexture(texture, 0, 0, rl.White)
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rl.DrawTexture(texture, texture.Width, 0, rl.White)
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rl.EndShaderMode()
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rl.EndDrawing()
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}
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rl.UnloadShader(shader)
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rl.UnloadTexture(texture)
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rl.CloseWindow()
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}
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BIN
examples/shaders/texture_waves/space.png
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BIN
examples/shaders/texture_waves/space.png
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After Width: | Height: | Size: 22 KiB |
37
examples/shaders/texture_waves/wave.fs
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37
examples/shaders/texture_waves/wave.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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uniform float seconds;
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uniform vec2 size;
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uniform float freqX;
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uniform float freqY;
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uniform float ampX;
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uniform float ampY;
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uniform float speedX;
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uniform float speedY;
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void main() {
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float pixelWidth = 1.0 / size.x;
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float pixelHeight = 1.0 / size.y;
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float aspect = pixelHeight / pixelWidth;
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float boxLeft = 0.0;
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float boxTop = 0.0;
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vec2 p = fragTexCoord;
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p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
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p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
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finalColor = texture(texture0, p)*colDiffuse*fragColor;
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}
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