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authorraysan5 <raysan5@gmail.com>2016-01-16 12:53:48 +0100
committerraysan5 <raysan5@gmail.com>2016-01-16 12:53:48 +0100
commit03c82605a0b1569f0ea4a5333858002abab1bbe5 (patch)
tree7767637e251a50e72e8f391a3f44ce8655da757a
parent183795b8aa78fdf0b8064d72d77eaea8e7b6397b (diff)
downloadraylib-03c82605a0b1569f0ea4a5333858002abab1bbe5.tar.gz
raylib-03c82605a0b1569f0ea4a5333858002abab1bbe5.zip
Replaced deprecated texture2D() function by texture()
-rw-r--r--shaders/gl330/bloom.fs12
-rw-r--r--shaders/gl330/blur.fs10
-rw-r--r--shaders/gl330/cross_hatching.fs12
-rw-r--r--shaders/gl330/cross_stitching.fs10
-rw-r--r--shaders/gl330/dream_vision.fs30
-rw-r--r--shaders/gl330/fisheye.fs4
-rw-r--r--shaders/gl330/grayscale.fs2
-rw-r--r--shaders/gl330/pixel.fs10
-rw-r--r--shaders/gl330/posterization.fs6
-rw-r--r--shaders/gl330/predator.fs2
-rw-r--r--shaders/gl330/scanlines.fs10
-rw-r--r--shaders/gl330/swirl.fs8
-rw-r--r--shaders/gl330/template.fs2
13 files changed, 59 insertions, 59 deletions
diff --git a/shaders/gl330/bloom.fs b/shaders/gl330/bloom.fs
index 2833ce33..34b6295c 100644
--- a/shaders/gl330/bloom.fs
+++ b/shaders/gl330/bloom.fs
@@ -18,23 +18,23 @@ void main()
{
for (int j = -3; j < 3; j++)
{
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
- if (texture2D(texture0, fragTexCoord).r < 0.3)
+ if (texture(texture0, fragTexCoord).r < 0.3)
{
- tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
+ tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
}
else
{
- if (texture2D(texture0, fragTexCoord).r < 0.5)
+ if (texture(texture0, fragTexCoord).r < 0.5)
{
- tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
+ tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
}
else
{
- tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
+ tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
}
}
diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs
index bd2b521f..44ea42b1 100644
--- a/shaders/gl330/blur.fs
+++ b/shaders/gl330/blur.fs
@@ -9,20 +9,20 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
- vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
+ vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
{
- tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
fragColor = vec4(tc, 1.0);
diff --git a/shaders/gl330/cross_hatching.fs b/shaders/gl330/cross_hatching.fs
index 7e25b25b..6f5df964 100644
--- a/shaders/gl330/cross_hatching.fs
+++ b/shaders/gl330/cross_hatching.fs
@@ -9,16 +9,16 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-float hatchOffsetY = 5.0f;
-float lumThreshold01 = 0.9f;
-float lumThreshold02 = 0.7f;
-float lumThreshold03 = 0.5f;
-float lumThreshold04 = 0.3f;
+float hatchOffsetY = 5.0;
+float lumThreshold01 = 0.9;
+float lumThreshold02 = 0.7;
+float lumThreshold03 = 0.5;
+float lumThreshold04 = 0.3;
void main()
{
vec3 tc = vec3(1.0, 1.0, 1.0);
- float lum = length(texture2D(texture0, fragTexCoord).rgb);
+ float lum = length(texture(texture0, fragTexCoord).rgb);
if (lum < lumThreshold01)
{
diff --git a/shaders/gl330/cross_stitching.fs b/shaders/gl330/cross_stitching.fs
index 73f867b6..dcb26e79 100644
--- a/shaders/gl330/cross_stitching.fs
+++ b/shaders/gl330/cross_stitching.fs
@@ -9,10 +9,10 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
-float stitchingSize = 6.0f;
+float stitchingSize = 6.0;
uniform int invert = 0;
@@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
- else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
}
else
{
- if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}
diff --git a/shaders/gl330/dream_vision.fs b/shaders/gl330/dream_vision.fs
index f9316342..0ea4ce20 100644
--- a/shaders/gl330/dream_vision.fs
+++ b/shaders/gl330/dream_vision.fs
@@ -11,21 +11,21 @@ uniform vec4 fragTintColor;
void main()
{
- vec4 color = texture2D(texture0, fragTexCoord);
-
- color += texture2D(texture0, fragTexCoord + 0.001);
- color += texture2D(texture0, fragTexCoord + 0.003);
- color += texture2D(texture0, fragTexCoord + 0.005);
- color += texture2D(texture0, fragTexCoord + 0.007);
- color += texture2D(texture0, fragTexCoord + 0.009);
- color += texture2D(texture0, fragTexCoord + 0.011);
-
- color += texture2D(texture0, fragTexCoord - 0.001);
- color += texture2D(texture0, fragTexCoord - 0.003);
- color += texture2D(texture0, fragTexCoord - 0.005);
- color += texture2D(texture0, fragTexCoord - 0.007);
- color += texture2D(texture0, fragTexCoord - 0.009);
- color += texture2D(texture0, fragTexCoord - 0.011);
+ vec4 color = texture(texture0, fragTexCoord);
+
+ color += texture(texture0, fragTexCoord + 0.001);
+ color += texture(texture0, fragTexCoord + 0.003);
+ color += texture(texture0, fragTexCoord + 0.005);
+ color += texture(texture0, fragTexCoord + 0.007);
+ color += texture(texture0, fragTexCoord + 0.009);
+ color += texture(texture0, fragTexCoord + 0.011);
+
+ color += texture(texture0, fragTexCoord - 0.001);
+ color += texture(texture0, fragTexCoord - 0.003);
+ color += texture(texture0, fragTexCoord - 0.005);
+ color += texture(texture0, fragTexCoord - 0.007);
+ color += texture(texture0, fragTexCoord - 0.009);
+ color += texture(texture0, fragTexCoord - 0.011);
color.rgb = vec3((color.r + color.g + color.b)/3.0);
color = color/9.5;
diff --git a/shaders/gl330/fisheye.fs b/shaders/gl330/fisheye.fs
index bbbff65c..5bd9abf4 100644
--- a/shaders/gl330/fisheye.fs
+++ b/shaders/gl330/fisheye.fs
@@ -13,7 +13,7 @@ const float PI = 3.1415926535;
void main()
{
- float aperture = 178.0f;
+ float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float maxFactor = sin(apertureHalf);
@@ -36,5 +36,5 @@ void main()
uv = fragTexCoord.xy;
}
- fragColor = texture2D(texture0, uv);
+ fragColor = texture(texture0, uv);
} \ No newline at end of file
diff --git a/shaders/gl330/grayscale.fs b/shaders/gl330/grayscale.fs
index af50b8c1..b3a695bf 100644
--- a/shaders/gl330/grayscale.fs
+++ b/shaders/gl330/grayscale.fs
@@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
void main()
{
- vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
+ vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/shaders/gl330/pixel.fs b/shaders/gl330/pixel.fs
index feee1423..aa5a22fe 100644
--- a/shaders/gl330/pixel.fs
+++ b/shaders/gl330/pixel.fs
@@ -9,11 +9,11 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
-uniform float pixelWidth = 5.0f;
-uniform float pixelHeight = 5.0f;
+uniform float pixelWidth = 5.0;
+uniform float pixelHeight = 5.0;
void main()
{
@@ -22,7 +22,7 @@ void main()
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
- vec3 tc = texture2D(texture0, coord).rgb;
+ vec3 tc = texture(texture0, coord).rgb;
fragColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/gl330/posterization.fs b/shaders/gl330/posterization.fs
index a4e49466..5215bd8b 100644
--- a/shaders/gl330/posterization.fs
+++ b/shaders/gl330/posterization.fs
@@ -9,12 +9,12 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-float gamma = 0.6f;
-float numColors = 8.0f;
+float gamma = 0.6;
+float numColors = 8.0;
void main()
{
- vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
+ vec3 color = texture(texture0, fragTexCoord.xy).rgb;
color = pow(color, vec3(gamma, gamma, gamma));
color = color*numColors;
diff --git a/shaders/gl330/predator.fs b/shaders/gl330/predator.fs
index 2295d01b..85c93d0c 100644
--- a/shaders/gl330/predator.fs
+++ b/shaders/gl330/predator.fs
@@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
void main()
{
- vec3 color = texture2D(texture0, fragTexCoord).rgb;
+ vec3 color = texture(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);
diff --git a/shaders/gl330/scanlines.fs b/shaders/gl330/scanlines.fs
index 57297299..0c89e610 100644
--- a/shaders/gl330/scanlines.fs
+++ b/shaders/gl330/scanlines.fs
@@ -9,8 +9,8 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-float offset = 0;
-float frequency = 720/3.0;
+float offset = 0.0;
+float frequency = 720.0/3.0;
uniform float time;
@@ -21,7 +21,7 @@ void main (void)
float tval = 0; //time
vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
- vec4 color = texture2D(texture0, fragTexCoord);
+ vec4 color = texture(texture0, fragTexCoord);
color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
@@ -35,7 +35,7 @@ void main (void)
float globalPos = (fragTexCoord.y + offset) * frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
- vec4 color = texture2D(texture0, fragTexCoord);
+ vec4 color = texture(texture0, fragTexCoord);
- fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
+ fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
} \ No newline at end of file
diff --git a/shaders/gl330/swirl.fs b/shaders/gl330/swirl.fs
index e88b59c9..19d7468b 100644
--- a/shaders/gl330/swirl.fs
+++ b/shaders/gl330/swirl.fs
@@ -9,13 +9,13 @@ uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
void main (void)
{
@@ -35,7 +35,7 @@ void main (void)
}
tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
+ vec3 color = texture(texture0, tc/texSize).rgb;
fragColor = vec4(color, 1.0);;
} \ No newline at end of file
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
index 660e8484..ad7210a4 100644
--- a/shaders/gl330/template.fs
+++ b/shaders/gl330/template.fs
@@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
void main()
{
- vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code