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 RL.init() local mPos = RL.GetMonitorPosition( monitor ) local mSize = RL.GetMonitorSize( monitor ) local winSize = RL.GetScreenSize() RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) RL.SetWindowState( RL.FLAG_VSYNC_HINT ) 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, RL.SHADER_UNIFORM_VEC2 ) RL.SetShaderValue( shader, freqXLoc, { freqX }, RL.SHADER_UNIFORM_FLOAT ) RL.SetShaderValue( shader, freqYLoc, { freqY }, RL.SHADER_UNIFORM_FLOAT ) RL.SetShaderValue( shader, ampXLoc, { ampX }, RL.SHADER_UNIFORM_FLOAT ) RL.SetShaderValue( shader, ampYLoc, { ampY }, RL.SHADER_UNIFORM_FLOAT ) RL.SetShaderValue( shader, speedXLoc, { speedX }, RL.SHADER_UNIFORM_FLOAT ) RL.SetShaderValue( shader, speedYLoc, { speedY }, RL.SHADER_UNIFORM_FLOAT ) end local seconds = 0.0 function RL.draw() seconds = seconds + RL.GetFrameTime(); RL.SetShaderValue( shader, secondsLoc, { seconds }, RL.SHADER_UNIFORM_FLOAT ); RL.ClearBackground( { 100, 150, 100 } ) RL.BeginShaderMode( shader ) RL.DrawTexture( texture, { 0, 0 }, RL.WHITE ); RL.EndShaderMode() end