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Update/merge examples back into main repo (#192)
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37
Examples/resources/shaders/glsl330/wave.fs
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37
Examples/resources/shaders/glsl330/wave.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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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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uniform float secondes;
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uniform vec2 size;
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uniform float freqX;
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uniform float freqY;
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uniform float ampX;
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uniform float ampY;
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uniform float speedX;
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uniform float speedY;
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void main() {
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float pixelWidth = 1.0 / size.x;
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float pixelHeight = 1.0 / size.y;
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float aspect = pixelHeight / pixelWidth;
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float boxLeft = 0.0;
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float boxTop = 0.0;
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vec2 p = fragTexCoord;
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p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
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p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
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finalColor = texture(texture0, p)*colDiffuse*fragColor;
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}
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