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authorRay <raysan5@gmail.com>2018-12-20 10:40:28 +0100
committerRay <raysan5@gmail.com>2018-12-20 10:40:28 +0100
commit788bb78989415a2890bc1d902bcc957b12860341 (patch)
treecbc8271f049732a3f4d35a36eddacdb957bf840d /examples/shaders
parent6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7 (diff)
downloadraylib-788bb78989415a2890bc1d902bcc957b12860341.tar.gz
raylib-788bb78989415a2890bc1d902bcc957b12860341.zip
Some tweaks
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_raymarching.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c
index e90cbc29..d1f9d5f8 100644
--- a/examples/shaders/shaders_raymarching.c
+++ b/examples/shaders/shaders_raymarching.c
@@ -32,9 +32,9 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 65.0f; // Camera field-of-view Y
-
+
SetCameraMode(camera, CAMERA_FREE); // Set camera mode
-
+
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs");
@@ -46,12 +46,12 @@ int main()
int deltaTimeLoc = GetShaderLocation(shader, "deltaTime");
int runTimeLoc = GetShaderLocation(shader, "runTime");
int resolutionLoc = GetShaderLocation(shader, "resolution");
-
+
float resolution[2] = { screenWidth, screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, 2);
-
+
float runTime = 0.0f;
-
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -61,14 +61,14 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
-
+
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
float deltaTime = GetFrameTime();
runTime += deltaTime;
-
+
// Set shader required uniform values
SetShaderValue(shader, viewEyeLoc, cameraPos, 3);
SetShaderValue(shader, viewCenterLoc, cameraTarget, 3);
@@ -86,9 +86,9 @@ int main()
// We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
- DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
-
+
DrawText("(c) Raymarching shader by IƱigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, GRAY);
EndDrawing();