diff options
| author | Ray <raysan5@gmail.com> | 2018-12-20 10:40:28 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2018-12-20 10:40:28 +0100 |
| commit | 788bb78989415a2890bc1d902bcc957b12860341 (patch) | |
| tree | cbc8271f049732a3f4d35a36eddacdb957bf840d /examples/shaders | |
| parent | 6ef1e1d9387192a9f6b49095dc77e3d6bfa367b7 (diff) | |
| download | raylib-788bb78989415a2890bc1d902bcc957b12860341.tar.gz raylib-788bb78989415a2890bc1d902bcc957b12860341.zip | |
Some tweaks
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/shaders_raymarching.c | 18 |
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(); |
