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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