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authorraysan5 <raysan5@gmail.com>2016-03-30 20:09:16 +0200
committerraysan5 <raysan5@gmail.com>2016-03-30 20:09:16 +0200
commit66b096d97848eb096a043781f1f305e7189f2a00 (patch)
treecf87fdd3f4bc46dc93dcaa2f189a5d1dd1e3f32b /examples/resources
parent1136d4222f81524c10b2319b325fcf1282bc6ec1 (diff)
downloadraylib-66b096d97848eb096a043781f1f305e7189f2a00.tar.gz
raylib-66b096d97848eb096a043781f1f305e7189f2a00.zip
Added support for render to texture (use RenderTexture2D)
Now it's possible to render to texture, old postprocessing system will be removed on next raylib version.
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/base.vs3
-rw-r--r--examples/resources/shaders/bloom.fs3
2 files changed, 5 insertions, 1 deletions
diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs
index b0f930b7..9b8cca69 100644
--- a/examples/resources/shaders/base.vs
+++ b/examples/resources/shaders/base.vs
@@ -3,8 +3,10 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
+in vec4 vertexColor;
out vec2 fragTexCoord;
+out vec4 fragTintColor;
uniform mat4 mvpMatrix;
@@ -13,6 +15,7 @@ uniform mat4 mvpMatrix;
void main()
{
fragTexCoord = vertexTexCoord;
+ fragTintColor = vertexColor;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs
index 2833ce33..0a73161a 100644
--- a/examples/resources/shaders/bloom.fs
+++ b/examples/resources/shaders/bloom.fs
@@ -1,11 +1,12 @@
#version 330
in vec2 fragTexCoord;
+in vec4 fragTintColor;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+//uniform vec4 fragTintColor;
// NOTE: Add here your custom variables