try different water textures

This commit is contained in:
Kaehvaman 2024-12-28 18:59:16 +04:00
parent 7eefa8c1fd
commit fe9c37af78
6 changed files with 9 additions and 9 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 213 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 298 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 278 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 202 KiB

View File

@ -11,7 +11,7 @@ uniform sampler2D waterBumpMap;
uniform float seconds; uniform float seconds;
uniform vec2 resolution; uniform vec2 resolution;
const float blurScale = 0.5; const float blurScale = 0.3;
const float waveWidth = 0.1; const float waveWidth = 0.1;
const float waveHeight = 0.1; const float waveHeight = 0.1;

View File

@ -538,7 +538,7 @@ int main()
//SetTextureFilter(Arial.texture, TEXTURE_FILTER_BILINEAR); //SetTextureFilter(Arial.texture, TEXTURE_FILTER_BILINEAR);
RenderTexture2D canvas = LoadRenderTexture(screenWidth, screenHeight); RenderTexture2D canvas = LoadRenderTexture(screenWidth, screenHeight);
//SetTextureFilter(canvas.texture, TEXTURE_FILTER_BILINEAR); SetTextureFilter(canvas.texture, TEXTURE_FILTER_BILINEAR);
SetTextureWrap(canvas.texture, TEXTURE_WRAP_CLAMP); SetTextureWrap(canvas.texture, TEXTURE_WRAP_CLAMP);
RenderTexture2D canvasBlurX = LoadRenderTexture(screenWidth, screenHeight); RenderTexture2D canvasBlurX = LoadRenderTexture(screenWidth, screenHeight);
@ -558,7 +558,7 @@ int main()
int watershaderResolutionLoc = GetShaderLocation(watershader, "resolution"); int watershaderResolutionLoc = GetShaderLocation(watershader, "resolution");
SetShaderValue(watershader, watershaderResolutionLoc, &resolution, SHADER_UNIFORM_VEC2); SetShaderValue(watershader, watershaderResolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
Texture waterBump = LoadTexture("waterbump_blur.png"); Texture waterBump = LoadTexture("waterbump_denoise_blur1.png");
SetTextureFilter(waterBump, TEXTURE_FILTER_BILINEAR); SetTextureFilter(waterBump, TEXTURE_FILTER_BILINEAR);
Shader blur13 = LoadShader(0, "blur13.frag"); Shader blur13 = LoadShader(0, "blur13.frag");
@ -567,13 +567,13 @@ int main()
SetShaderValue(blur13, blur13resolution, &resolution, SHADER_UNIFORM_VEC2); SetShaderValue(blur13, blur13resolution, &resolution, SHADER_UNIFORM_VEC2);
GuiSetFont(InconsolataBold); GuiSetFont(InconsolataBold);
GuiSetStyle(DEFAULT, TEXT_SIZE, 24); GuiSetStyle(DEFAULT, TEXT_SIZE, (int)(24 * scaleDPI.x));
GuiSetStyle(DEFAULT, TEXT_SPACING, 0); GuiSetStyle(DEFAULT, TEXT_SPACING, 0);
GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, 24); GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, (int)(24 * scaleDPI.x));
GuiSetStyle(STATUSBAR, BORDER_WIDTH, 2); GuiSetStyle(STATUSBAR, BORDER_WIDTH, 2);
// Create the Nuklear Context // Create the Nuklear Context
struct nk_context* ctx = InitNuklearEx(InconsolataBold, 24); struct nk_context* ctx = InitNuklearEx(InconsolataBold, 24 * scaleDPI.x);
Vector2 mousePos = { 0 }; Vector2 mousePos = { 0 };
int mouseCellX = 0; int mouseCellX = 0;
@ -663,7 +663,7 @@ int main()
{ {
//ClearBackground((Color) { 255, 255, 255, 0 }); //ClearBackground((Color) { 255, 255, 255, 0 });
//ClearBackground(BLANK); //ClearBackground(BLANK);
Rectangle roundRect = { 100, 260, 185, 36 }; Rectangle roundRect = { 100 * scaleDPI.x, 260 * scaleDPI.y, 185 * scaleDPI.x, 36 * scaleDPI.y };
DrawRectangleRounded(roundRect, 0.5f, 6, BLACK); DrawRectangleRounded(roundRect, 0.5f, 6, BLACK);
DrawRectangleRoundedLines(roundRect, 0.5f, 6, ORANGE); DrawRectangleRoundedLines(roundRect, 0.5f, 6, ORANGE);
} }
@ -674,12 +674,12 @@ int main()
SetShaderValue(watershader, watershaderSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT); SetShaderValue(watershader, watershaderSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT);
Rectangle rec = { 0, 0, (float)canvas.texture.width, (float)(-canvas.texture.height) }; Rectangle rec = { 0, 0, (float)canvas.texture.width, (float)(-canvas.texture.height) };
//BeginShaderMode(watershader); BeginShaderMode(watershader);
{ {
SetShaderValueTexture(watershader, waterBumpMapLoc, waterBump); SetShaderValueTexture(watershader, waterBumpMapLoc, waterBump);
DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WHITE); DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WHITE);
} }
//EndShaderMode(); EndShaderMode();
//BeginTextureMode(canvasBlurX); //BeginTextureMode(canvasBlurX);
//{ //{