diff --git a/examples/shaders/resources/shaders/glsl330/cubes_panning.fs b/examples/shaders/resources/shaders/glsl330/cubes_panning.fs new file mode 100644 index 000000000..c92418a48 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/cubes_panning.fs @@ -0,0 +1,61 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Output fragment color +out vec4 finalColor; + +// Custom variables +#define PI 3.14159265358979323846 +uniform float uTime = 0.0; + +float divisions = 5.0; +float angle = 0.0; + +vec2 VectorRotateTime(vec2 v, float speed) +{ + float time = uTime*speed; + float localTime = fract(time); // The time domain this works on is 1 sec. + + if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0; + else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2); + else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25; + else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime); + + // Rotate vector by angle + v -= 0.5; + v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v; + v += 0.5; + + return v; +} + +float Rectangle(in vec2 st, in float size, in float fill) +{ + float roundSize = 0.5 - size/2.0; + float left = step(roundSize, st.x); + float top = step(roundSize, st.y); + float bottom = step(roundSize, 1.0 - st.y); + float right = step(roundSize, 1.0 - st.x); + + return (left*bottom*right*top)*fill; +} + +void main() +{ + vec2 fragPos = fragTexCoord; + fragPos.xy += uTime/9.0; + + fragPos *= divisions; + vec2 ipos = floor(fragPos); // Get the integer coords + vec2 fpos = fract(fragPos); // Get the fractional coords + + fpos = VectorRotateTime(fpos, 0.2); + + float alpha = Rectangle(fpos, 0.216, 1.0); + vec3 color = vec3(0.3, 0.3, 0.3); + + finalColor = vec4(color, alpha); +} \ No newline at end of file diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c new file mode 100644 index 000000000..cb8a9c1eb --- /dev/null +++ b/examples/shaders/shaders_texture_drawing.c @@ -0,0 +1,71 @@ +/******************************************************************************************* +* +* raylib [textures] example - Shader texture drawing +* +* This example illustrates how to draw on a blank texture using a shader +* +* This example has been created using raylib 2.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2019 MichaƂ Ciesielski and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing"); + + Image imBlank = GenImageColor(1024, 1024, BLANK); + Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader + UnloadImage(imBlank); + + // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version + Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs"); + + float time = 0.0f; + int timeLoc = GetShaderLocation(shader, "uTime"); + SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + time = GetTime(); + SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings + DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader + EndShaderMode(); // Disable our custom shader, return to default shader + + DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/shaders/shaders_texture_drawing.png b/examples/shaders/shaders_texture_drawing.png new file mode 100644 index 000000000..12df6fae3 Binary files /dev/null and b/examples/shaders/shaders_texture_drawing.png differ