texture waves
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//! raylib [shaders] example - texture waves
//!
//! Zig-API translation of examples/shaders/shaders_texture_waves.c (raylib 6.2).
//! Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
//!
//! NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - texture waves");
defer rl.closeWindow(); // Close window and OpenGL context
// Load texture texture to apply shaders
const texture = try rl.loadTexture("resources/space.png");
defer rl.unloadTexture(texture);
// Load shader and setup location points and values
const shader = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/wave.fs", .{glsl_version}));
defer rl.unloadShader(shader);
const seconds_loc = rl.getShaderLocation(shader, "seconds");
const freq_x_loc = rl.getShaderLocation(shader, "freqX");
const freq_y_loc = rl.getShaderLocation(shader, "freqY");
const amp_x_loc = rl.getShaderLocation(shader, "ampX");
const amp_y_loc = rl.getShaderLocation(shader, "ampY");
const speed_x_loc = rl.getShaderLocation(shader, "speedX");
const speed_y_loc = rl.getShaderLocation(shader, "speedY");
// Shader uniform values that can be updated at any time
const freq_x: f32 = 25.0;
const freq_y: f32 = 25.0;
const amp_x: f32 = 5.0;
const amp_y: f32 = 5.0;
const speed_x: f32 = 8.0;
const speed_y: f32 = 8.0;
const screen_size = [2]f32{ @floatFromInt(rl.getScreenWidth()), @floatFromInt(rl.getScreenHeight()) };
rl.setShaderValue(shader, rl.getShaderLocation(shader, "size"), screen_size);
rl.setShaderValue(shader, freq_x_loc, freq_x);
rl.setShaderValue(shader, freq_y_loc, freq_y);
rl.setShaderValue(shader, amp_x_loc, amp_x);
rl.setShaderValue(shader, amp_y_loc, amp_y);
rl.setShaderValue(shader, speed_x_loc, speed_x);
rl.setShaderValue(shader, speed_y_loc, speed_y);
var seconds: f32 = 0.0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
seconds += rl.getFrameTime();
rl.setShaderValue(shader, seconds_loc, seconds);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.beginShaderMode(shader);
defer rl.endShaderMode();
rl.drawTexture(texture, 0, 0, .white);
rl.drawTexture(texture, texture.width, 0, .white);
}
}/*******************************************************************************************
*
* raylib [shaders] example - texture waves
*
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* Example originally created with raylib 2.5, last time updated with raylib 3.7
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
// Load texture texture to apply shaders
Texture2D texture = LoadTexture("resources/space.png");
// Load shader and setup location points and values
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
int secondsLoc = GetShaderLocation(shader, "seconds");
int freqXLoc = GetShaderLocation(shader, "freqX");
int freqYLoc = GetShaderLocation(shader, "freqY");
int ampXLoc = GetShaderLocation(shader, "ampX");
int ampYLoc = GetShaderLocation(shader, "ampY");
int speedXLoc = GetShaderLocation(shader, "speedX");
int speedYLoc = GetShaderLocation(shader, "speedY");
// Shader uniform values that can be updated at any time
float freqX = 25.0f;
float freqY = 25.0f;
float ampX = 5.0f;
float ampY = 5.0f;
float speedX = 8.0f;
float speedY = 8.0f;
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
float seconds = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// -------------------------------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
DrawTexture(texture, 0, 0, WHITE);
DrawTexture(texture, texture.width, 0, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.