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authorraysan5 <[email protected]>2021-10-17 21:02:18 +0200
committerraysan5 <[email protected]>2021-10-17 21:02:18 +0200
commit35e67da08e3d214589968c19b4b2fb31d8e566cc (patch)
tree5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/shaders/shaders_texture_waves.c
parentb2228039039afc05c41edd12103123f2a36c8080 (diff)
downloadraylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz
raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/shaders/shaders_texture_waves.c')
-rw-r--r--examples/web/shaders/shaders_texture_waves.c151
1 files changed, 0 insertions, 151 deletions
diff --git a/examples/web/shaders/shaders_texture_waves.c b/examples/web/shaders/shaders_texture_waves.c
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-/*******************************************************************************************
-*
-* 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)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
-#endif
-
-#if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-const int screenWidth = 800;
-const int screenHeight = 450;
-
-// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-
-Texture2D texture = { 0 };
-Shader shader = { 0 };
-
-int secondsLoc = 0;
-int freqXLoc = 0;
-int freqYLoc = 0;
-int ampXLoc = 0;
-int ampYLoc = 0;
-int speedXLoc = 0;
-int speedYLoc = 0;
-
-// 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;
-
-float seconds = 0.0f;
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void); // Update and Draw one frame
-
-//----------------------------------------------------------------------------------
-// Program Main Entry Point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
-
- // Load space texture to apply shaders
- texture = LoadTexture("resources/space.png");
-
- // Load shader and setup location points and values
- shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
-
- secondsLoc = GetShaderLocation(shader, "secondes");
- freqXLoc = GetShaderLocation(shader, "freqX");
- freqYLoc = GetShaderLocation(shader, "freqY");
- ampXLoc = GetShaderLocation(shader, "ampX");
- ampYLoc = GetShaderLocation(shader, "ampY");
- speedXLoc = GetShaderLocation(shader, "speedX");
- speedYLoc = GetShaderLocation(shader, "speedY");
-
- 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, &ampX, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
-#else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
-#endif
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadTexture(texture); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void)
-{
- // Update
- //----------------------------------------------------------------------------------
- seconds += GetFrameTime();
-
- SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginShaderMode(shader);
-
- DrawTexture(texture, 0, 0, WHITE);
- DrawTexture(texture, texture.width, 0, WHITE);
-
- EndShaderMode();
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-}
-