/******************************************************************************************* * * 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) * ********************************************************************************************/ using static Raylib_cs.Raylib; namespace Examples.Shaders; public class TextureWaves { const int GlslVersion = 330; public static int Main() { // 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"); // Load shader and setup location points and values Shader 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"); // 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[] screenSize = { (float)GetScreenWidth(), (float)GetScreenHeight() }; Raylib.SetShaderValue( shader, GetShaderLocation(shader, "size"), screenSize, ShaderUniformDataType.Vec2 ); Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.Float); Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.Float); Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.Float); Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.Float); Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.Float); Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.Float); float seconds = 0.0f; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // 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(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); UnloadTexture(texture); CloseWindow(); //-------------------------------------------------------------------------------------- return 0; } }