Added initial files.
This commit is contained in:
5
examples/resources/images/LICENCE
Normal file
5
examples/resources/images/LICENCE
Normal file
@@ -0,0 +1,5 @@
|
||||
Resource Author Licence Source
|
||||
tiles.png Chris Hamons (maintainer) CC0 https://opengameart.org/content/dungeon-crawl-32x32-tiles
|
||||
apple.png Jussi Viitala CC0
|
||||
grass.png Jussi Viitala CC0
|
||||
snake.png Jussi Viitala CC0
|
||||
BIN
examples/resources/images/apple.png
Normal file
BIN
examples/resources/images/apple.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 239 B |
BIN
examples/resources/images/cat.png
Normal file
BIN
examples/resources/images/cat.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 379 KiB |
BIN
examples/resources/images/grass.png
Normal file
BIN
examples/resources/images/grass.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.0 KiB |
BIN
examples/resources/images/snake.png
Normal file
BIN
examples/resources/images/snake.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.9 KiB |
BIN
examples/resources/images/tiles.png
Normal file
BIN
examples/resources/images/tiles.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 32 KiB |
36
examples/resources/shaders/glsl100/wave.fs
Normal file
36
examples/resources/shaders/glsl100/wave.fs
Normal file
@@ -0,0 +1,36 @@
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
uniform float secondes;
|
||||
|
||||
uniform vec2 size;
|
||||
|
||||
uniform float freqX;
|
||||
uniform float freqY;
|
||||
uniform float ampX;
|
||||
uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
float pixelWidth = 1.0 / size.x;
|
||||
float pixelHeight = 1.0 / size.y;
|
||||
float aspect = pixelHeight / pixelWidth;
|
||||
float boxLeft = 0.0;
|
||||
float boxTop = 0.0;
|
||||
|
||||
vec2 p = fragTexCoord;
|
||||
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
|
||||
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
|
||||
|
||||
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
|
||||
}
|
||||
37
examples/resources/shaders/glsl330/wave.fs
Normal file
37
examples/resources/shaders/glsl330/wave.fs
Normal file
@@ -0,0 +1,37 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform float secondes;
|
||||
|
||||
uniform vec2 size;
|
||||
|
||||
uniform float freqX;
|
||||
uniform float freqY;
|
||||
uniform float ampX;
|
||||
uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
float pixelWidth = 1.0 / size.x;
|
||||
float pixelHeight = 1.0 / size.y;
|
||||
float aspect = pixelHeight / pixelWidth;
|
||||
float boxLeft = 0.0;
|
||||
float boxTop = 0.0;
|
||||
|
||||
vec2 p = fragTexCoord;
|
||||
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
|
||||
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
|
||||
|
||||
finalColor = texture(texture0, p)*colDiffuse*fragColor;
|
||||
}
|
||||
Reference in New Issue
Block a user