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chore: rebase to main with translation ports

This commit is contained in:
tiger tiger tiger 2026-07-17 07:49:07 +02:00
commit 8024c6ac40
134 changed files with 15456 additions and 10650 deletions

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@ -1,20 +1,24 @@
/*******************************************************************************************
*
* raylib [shaders] example - Texture Waves
* raylib [shaders] example - texture waves
*
* Example complexity rating: [] 2/4
*
* 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.
* 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 originally created with raylib 2.5, last time updated with raylib 3.7
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -22,40 +26,49 @@ using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class TextureWaves
public class TextureWaves : IExample
{
const int GlslVersion = 330;
private const int screenWidth = 800;
private const int screenHeight = 450;
public static int Main()
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Texture Waves";
public string Title => "raylib [shaders] example - texture waves";
private Texture2D texture;
private Shader shader;
private int secondsLoc;
private float seconds;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
// Load texture texture to apply shaders
Texture2D texture = LoadTexture("resources/space.png");
texture = LoadTexture("resources/space.png");
// Load shader and setup location points and values
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/wave.fs");
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/wave.fs");
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");
secondsLoc = GetShaderLocation(shader, "seconds");
var freqXLoc = GetShaderLocation(shader, "freqX");
var freqYLoc = GetShaderLocation(shader, "freqY");
var ampXLoc = GetShaderLocation(shader, "ampX");
var ampYLoc = GetShaderLocation(shader, "ampY");
var speedXLoc = GetShaderLocation(shader, "speedX");
var speedYLoc = GetShaderLocation(shader, "speedY");
// 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;
var freqX = 25.0f;
var freqY = 25.0f;
var ampX = 5.0f;
var ampY = 5.0f;
var speedX = 8.0f;
var speedY = 8.0f;
float[] screenSize = { (float)GetScreenWidth(), (float)GetScreenHeight() };
Raylib.SetShaderValue(
@ -71,43 +84,63 @@ public class TextureWaves
Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.Float);
float seconds = 0.0f;
seconds = 0.0f;
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
DrawTexture(texture, 0, 0, Color.White);
DrawTexture(texture, texture.Width, 0, Color.White);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new TextureWaves();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
DrawTexture(texture, 0, 0, Color.White);
DrawTexture(texture, texture.Width, 0, Color.White);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadTexture(texture);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;