/******************************************************************************************* * * 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 * * 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 * * 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) * * 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) * ********************************************************************************************/ using static Raylib_cs.Raylib; namespace Examples.Shaders; public class TextureWaves : IExample { private const int screenWidth = 800; private const int screenHeight = 450; #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() { // Load texture texture to apply shaders texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/wave.fs"); 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 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( 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); seconds = 0.0f; } 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()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }