local monitor = 0 local shader = -1 local texture = -1 local textureSize local GLSL_VERSION = "330" -- PLATFORM_DESKTOP -- local GLSL_VERSION = "100" -- PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB local secondsLoc function init() local mPos = RL_GetMonitorPosition( monitor ) local mSize = RL_GetMonitorSize( monitor ) local winSize = RL_GetWindowSize() RL_SetWindowState( FLAG_WINDOW_RESIZABLE ) RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } ) texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" ) textureSize = RL_GetTextureSize( texture ) shader = RL_LoadShader( nil, RL_GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" ) secondsLoc = RL_GetShaderLocation( shader, "secondes" ) local sizeLoc = RL_GetShaderLocation( shader, "size" ) local freqXLoc = RL_GetShaderLocation( shader, "freqX" ) local freqYLoc = RL_GetShaderLocation( shader, "freqY" ) local ampXLoc = RL_GetShaderLocation( shader, "ampX" ) local ampYLoc = RL_GetShaderLocation( shader, "ampY" ) local speedXLoc = RL_GetShaderLocation( shader, "speedX" ) local speedYLoc = RL_GetShaderLocation( shader, "speedY" ) local freqX = 25.0 local freqY = 25.0 local ampX = 5.0 local ampY = 5.0 local speedX = 8.0 local speedY = 8.0 RL_SetShaderValue( shader, sizeLoc, textureSize, SHADER_UNIFORM_VEC2 ) RL_SetShaderValue( shader, freqXLoc, { freqX }, SHADER_UNIFORM_FLOAT ) RL_SetShaderValue( shader, freqYLoc, { freqY }, SHADER_UNIFORM_FLOAT ) RL_SetShaderValue( shader, ampXLoc, { ampX }, SHADER_UNIFORM_FLOAT ) RL_SetShaderValue( shader, ampYLoc, { ampY }, SHADER_UNIFORM_FLOAT ) RL_SetShaderValue( shader, speedXLoc, { speedX }, SHADER_UNIFORM_FLOAT ) RL_SetShaderValue( shader, speedYLoc, { speedY }, SHADER_UNIFORM_FLOAT ) end local seconds = 0.0 function draw() seconds = seconds + RL_GetFrameTime(); RL_SetShaderValue( shader, secondsLoc, { seconds }, SHADER_UNIFORM_FLOAT ); RL_ClearBackground( { 100, 150, 100 } ) RL_BeginShaderMode( shader ) RL_DrawTexture( texture, { 0, 0 }, WHITE ); RL_EndShaderMode() end