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

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

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