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-rw-r--r--examples/resources/images/LICENCE5
-rw-r--r--examples/resources/images/apple.pngbin0 -> 239 bytes
-rw-r--r--examples/resources/images/cat.pngbin0 -> 388467 bytes
-rw-r--r--examples/resources/images/grass.pngbin0 -> 1065 bytes
-rw-r--r--examples/resources/images/snake.pngbin0 -> 1933 bytes
-rw-r--r--examples/resources/images/tiles.pngbin0 -> 32917 bytes
-rw-r--r--examples/resources/shaders/glsl100/wave.fs36
-rw-r--r--examples/resources/shaders/glsl330/wave.fs37
8 files changed, 78 insertions, 0 deletions
diff --git a/examples/resources/images/LICENCE b/examples/resources/images/LICENCE
new file mode 100644
index 0000000..fca0d39
--- /dev/null
+++ b/examples/resources/images/LICENCE
@@ -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 \ No newline at end of file
diff --git a/examples/resources/images/apple.png b/examples/resources/images/apple.png
new file mode 100644
index 0000000..9526aa6
--- /dev/null
+++ b/examples/resources/images/apple.png
Binary files differ
diff --git a/examples/resources/images/cat.png b/examples/resources/images/cat.png
new file mode 100644
index 0000000..db56b9e
--- /dev/null
+++ b/examples/resources/images/cat.png
Binary files differ
diff --git a/examples/resources/images/grass.png b/examples/resources/images/grass.png
new file mode 100644
index 0000000..4ba7263
--- /dev/null
+++ b/examples/resources/images/grass.png
Binary files differ
diff --git a/examples/resources/images/snake.png b/examples/resources/images/snake.png
new file mode 100644
index 0000000..e1b0091
--- /dev/null
+++ b/examples/resources/images/snake.png
Binary files differ
diff --git a/examples/resources/images/tiles.png b/examples/resources/images/tiles.png
new file mode 100644
index 0000000..4e3e9cc
--- /dev/null
+++ b/examples/resources/images/tiles.png
Binary files differ
diff --git a/examples/resources/shaders/glsl100/wave.fs b/examples/resources/shaders/glsl100/wave.fs
new file mode 100644
index 0000000..50c4e02
--- /dev/null
+++ b/examples/resources/shaders/glsl100/wave.fs
@@ -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;
+}
diff --git a/examples/resources/shaders/glsl330/wave.fs b/examples/resources/shaders/glsl330/wave.fs
new file mode 100644
index 0000000..43efee2
--- /dev/null
+++ b/examples/resources/shaders/glsl330/wave.fs
@@ -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;
+}