aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders/shaders_postprocessing.c
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2018-06-30 20:02:32 +0200
committerRay <raysan5@gmail.com>2018-06-30 20:02:32 +0200
commita1d9c3399558842f3b4faf00a92db5badb6a4b9f (patch)
tree035e49af39440510ace423dc811f1c685d5f560d /examples/shaders/shaders_postprocessing.c
parentc8b378ae50ce8ef219c2b6f1d28543d3465e386c (diff)
downloadraylib-a1d9c3399558842f3b4faf00a92db5badb6a4b9f.tar.gz
raylib-a1d9c3399558842f3b4faf00a92db5badb6a4b9f.zip
Reviewed models and examples
Diffstat (limited to 'examples/shaders/shaders_postprocessing.c')
-rw-r--r--examples/shaders/shaders_postprocessing.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 80660d68..d3f78fd6 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -70,13 +70,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+ Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
- Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
- dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
+ Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
+ Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
+ model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
@@ -132,7 +132,7 @@ int main()
BeginMode3D(camera);
- DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+ DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
@@ -150,7 +150,7 @@ int main()
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
+ DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
@@ -169,7 +169,7 @@ int main()
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
- UnloadModel(dwarf); // Unload model
+ UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context