actually add vendor folder

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2025-08-30 18:07:11 +02:00
parent cb954445a2
commit f9b0bca4be
1074 changed files with 457227 additions and 0 deletions
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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float secondes;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}
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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform float secondes;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}
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/*******************************************************************************************
*
* raylib [shaders] example - Texture Waves
*
* 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
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib-cpp.hpp"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib-cpp [shaders] example - texture waves");
// Load texture texture to apply shaders
raylib::Texture2D texture("resources/space.png");
// Load shader and setup location points and values
raylib::Shader shader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
int secondsLoc = shader.GetLocation("secondes");
int freqXLoc = shader.GetLocation("freqX");
int freqYLoc = shader.GetLocation("freqY");
int ampXLoc = shader.GetLocation("ampX");
int ampYLoc = shader.GetLocation("ampY");
int speedXLoc = shader.GetLocation("speedX");
int speedYLoc = shader.GetLocation("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)window.GetWidth(), (float)window.GetHeight() };
shader.SetValue(shader.GetLocation("size"), &screenSize, SHADER_UNIFORM_VEC2);
shader.SetValue(freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
shader.SetValue(freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
shader.SetValue(ampXLoc, &ampX, SHADER_UNIFORM_FLOAT);
shader.SetValue(ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
shader.SetValue(speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
shader.SetValue(speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
float seconds = 0.0f;
window.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
// -------------------------------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
shader.SetValue(secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
shader.BeginMode();
texture.Draw(0, 0, WHITE);
texture.Draw(texture.GetWidth(), 0, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}