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Diffstat (limited to 'examples/shaders/shaders_texture_waves.c')
-rw-r--r--examples/shaders/shaders_texture_waves.c50
1 files changed, 24 insertions, 26 deletions
diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c
index bc677c78..e0026d36 100644
--- a/examples/shaders/shaders_texture_waves.c
+++ b/examples/shaders/shaders_texture_waves.c
@@ -38,22 +38,19 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
- // Load space texture to apply shaders
- Texture2D space = LoadTexture("resources/space.png");
+ // Load texture texture to apply shaders
+ Texture2D texture = LoadTexture("resources/space.png");
// Load shader and setup location points and values
- Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
- float screenSizeLoc = GetShaderLocation(wave, "size");
- float secondsLoc = GetShaderLocation(wave, "secondes");
- float freqXLoc = GetShaderLocation(wave, "freqX");
- float freqYLoc = GetShaderLocation(wave, "freqY");
- float ampXLoc = GetShaderLocation(wave, "ampX");
- float ampYLoc = GetShaderLocation(wave, "ampY");
- float speedXLoc = GetShaderLocation(wave, "speedX");
- float speedYLoc = GetShaderLocation(wave, "speedY");
-
- float screenSize[2] = { 800, 450 };
+ int secondsLoc = GetShaderLocation(shader, "secondes");
+ int freqXLoc = GetShaderLocation(shader, "freqX");
+ int freqYLoc = GetShaderLocation(shader, "freqY");
+ int ampXLoc = GetShaderLocation(shader, "ampX");
+ int ampYLoc = GetShaderLocation(shader, "ampY");
+ int speedXLoc = GetShaderLocation(shader, "speedX");
+ int speedYLoc = GetShaderLocation(shader, "speedY");
// Shader uniform values that can be updated at any time
float freqX = 25.0f;
@@ -63,13 +60,14 @@ int main()
float speedX = 8.0f;
float speedY = 8.0f;
- SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
- SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
- SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
- SetShaderValue(wave, ampXLoc, &ampX, UNIFORM_FLOAT);
- SetShaderValue(wave, ampYLoc, &ampY, UNIFORM_FLOAT);
- SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
- SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
+ float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
+ SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
+ SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
+ SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
+ SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
+ SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
+ SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
+ SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
float seconds = 0.0f;
@@ -83,7 +81,7 @@ int main()
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
- SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
+ SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
@@ -92,10 +90,10 @@ int main()
ClearBackground(RAYWHITE);
- BeginShaderMode(wave);
+ BeginShaderMode(shader);
- DrawTexture(space, 0, 0, WHITE);
- DrawTexture(space, space.width, 0, WHITE);
+ DrawTexture(texture, 0, 0, WHITE);
+ DrawTexture(texture, texture.width, 0, WHITE);
EndShaderMode();
@@ -105,8 +103,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadShader(wave); // Unload shader
- UnloadTexture(space); // Unload texture
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------