add more texture & shader examples

This commit is contained in:
unkl nik 2023-10-21 22:23:22 +02:00
parent 0dda56d08d
commit f121c0e386
7 changed files with 415 additions and 0 deletions

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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(800)
screenHeight := int32(450)
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves")
texture := rl.LoadTexture("space.png")
shader := rl.LoadShader("", "wave.fs")
secondsLoc := rl.GetShaderLocation(shader, "seconds")
freqXLoc := rl.GetShaderLocation(shader, "freqX")
freqYLoc := rl.GetShaderLocation(shader, "freqY")
ampXLoc := rl.GetShaderLocation(shader, "ampX")
ampYLoc := rl.GetShaderLocation(shader, "ampY")
speedXLoc := rl.GetShaderLocation(shader, "speedX")
speedYLoc := rl.GetShaderLocation(shader, "speedY")
freqX := []float32{25}
freqY := []float32{25}
ampX := []float32{5}
ampY := []float32{5}
speedX := []float32{8}
speedY := []float32{8}
screensize := []float32{float32(rl.GetScreenWidth()), float32(rl.GetScreenHeight())}
rl.SetShaderValue(shader, rl.GetShaderLocation(shader, "size"), screensize, rl.ShaderUniformVec2)
rl.SetShaderValue(shader, freqXLoc, freqX, rl.ShaderUniformFloat)
rl.SetShaderValue(shader, freqYLoc, freqY, rl.ShaderUniformFloat)
rl.SetShaderValue(shader, ampXLoc, ampX, rl.ShaderUniformFloat)
rl.SetShaderValue(shader, ampYLoc, ampY, rl.ShaderUniformFloat)
rl.SetShaderValue(shader, speedXLoc, speedX, rl.ShaderUniformFloat)
rl.SetShaderValue(shader, speedYLoc, speedY, rl.ShaderUniformFloat)
seconds := []float32{0}
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
seconds[0] += rl.GetFrameTime()
rl.SetShaderValue(shader, secondsLoc, seconds, rl.ShaderUniformFloat)
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginShaderMode(shader)
rl.DrawTexture(texture, 0, 0, rl.White)
rl.DrawTexture(texture, texture.Width, 0, rl.White)
rl.EndShaderMode()
rl.EndDrawing()
}
rl.UnloadShader(shader)
rl.UnloadTexture(texture)
rl.CloseWindow()
}

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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 seconds;
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) + (seconds * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}