new example: shaders_texture_drawing
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examples/shaders/resources/shaders/glsl330/cubes_panning.fs
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examples/shaders/resources/shaders/glsl330/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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examples/shaders/shaders_texture_drawing.c
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examples/shaders/shaders_texture_drawing.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Shader texture drawing
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*
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* This example illustrates how to draw on a blank texture using a shader
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*
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* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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UnloadImage(imBlank);
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs");
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float time = 0.0f;
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int timeLoc = GetShaderLocation(shader, "uTime");
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SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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time = GetTime();
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SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
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DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader
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EndShaderMode(); // Disable our custom shader, return to default shader
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DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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examples/shaders/shaders_texture_drawing.png
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examples/shaders/shaders_texture_drawing.png
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