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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
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