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authorDavid Reid <mackron@gmail.com>2018-04-21 17:26:40 +1000
committerDavid Reid <mackron@gmail.com>2018-04-21 17:26:40 +1000
commitf5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6 (patch)
tree800aeb61be9c2018d1a048da54d1f6ab746f11f1 /examples/shaders/shaders_postprocessing.c
parent950f31e620a9239dc91230ad92bb243f149e6f2c (diff)
parent847bdaf68287f70fbeb5599361257b6f982e48c5 (diff)
downloadraylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.tar.gz
raylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.zip
Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al
Diffstat (limited to 'examples/shaders/shaders_postprocessing.c')
-rw-r--r--examples/shaders/shaders_postprocessing.c31
1 files changed, 15 insertions, 16 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 4aac5f91..5eeda896 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -20,10 +20,8 @@
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
- #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
- #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
#endif
#define MAX_POSTPRO_SHADERS 12
@@ -72,7 +70,7 @@ 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 };
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 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)
@@ -85,18 +83,19 @@ int main()
// NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS];
- shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
- shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
- shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
- shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
- shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
- shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
- shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
- shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
- shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
- shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
- shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
- shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
+ shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
+ shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
+ shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
+ shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
+ shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
+ shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
+ shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
+ shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
+ shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
+ shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
+ shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
@@ -177,4 +176,4 @@ int main()
//--------------------------------------------------------------------------------------
return 0;
-} \ No newline at end of file
+}