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| author | Ray <raysan5@gmail.com> | 2019-05-17 01:17:40 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2019-05-17 01:17:40 +0200 |
| commit | 970f1e8ff15424ca2d96d89bf2871f0246835e9b (patch) | |
| tree | bc093a8eaee29739e52642c233d0f9102e9db7cf /examples/shaders | |
| parent | ce87d2ced4dbe60f97d3ed48635231c222482b18 (diff) | |
| download | raylib-970f1e8ff15424ca2d96d89bf2871f0246835e9b.tar.gz raylib-970f1e8ff15424ca2d96d89bf2871f0246835e9b.zip | |
examples review
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/shaders_palette_switch.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_palette_switch.png | bin | 0 -> 15463 bytes | |||
| -rw-r--r-- | examples/shaders/shaders_texture_waves.c | 50 |
3 files changed, 25 insertions, 27 deletions
diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index fa0bafaf..4d651412 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -81,7 +81,7 @@ int main() // Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
diff --git a/examples/shaders/shaders_palette_switch.png b/examples/shaders/shaders_palette_switch.png Binary files differnew file mode 100644 index 00000000..7eb3eaf3 --- /dev/null +++ b/examples/shaders/shaders_palette_switch.png diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index bc677c78..e0026d36 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -38,22 +38,19 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); - // Load space texture to apply shaders - Texture2D space = LoadTexture("resources/space.png"); + // Load texture texture to apply shaders + Texture2D texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values - Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); - float screenSizeLoc = GetShaderLocation(wave, "size"); - float secondsLoc = GetShaderLocation(wave, "secondes"); - float freqXLoc = GetShaderLocation(wave, "freqX"); - float freqYLoc = GetShaderLocation(wave, "freqY"); - float ampXLoc = GetShaderLocation(wave, "ampX"); - float ampYLoc = GetShaderLocation(wave, "ampY"); - float speedXLoc = GetShaderLocation(wave, "speedX"); - float speedYLoc = GetShaderLocation(wave, "speedY"); - - float screenSize[2] = { 800, 450 }; + int secondsLoc = GetShaderLocation(shader, "secondes"); + int freqXLoc = GetShaderLocation(shader, "freqX"); + int freqYLoc = GetShaderLocation(shader, "freqY"); + int ampXLoc = GetShaderLocation(shader, "ampX"); + int ampYLoc = GetShaderLocation(shader, "ampY"); + int speedXLoc = GetShaderLocation(shader, "speedX"); + int speedYLoc = GetShaderLocation(shader, "speedY"); // Shader uniform values that can be updated at any time float freqX = 25.0f; @@ -63,13 +60,14 @@ int main() float speedX = 8.0f; float speedY = 8.0f; - SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2); - SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT); - SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT); - SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT); - SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT); - SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT); - SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT); + float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; + SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2); + SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT); + SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT); + SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT); + SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT); + SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT); + SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT); float seconds = 0.0f; @@ -83,7 +81,7 @@ int main() //---------------------------------------------------------------------------------- seconds += GetFrameTime(); - SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT); + SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw @@ -92,10 +90,10 @@ int main() ClearBackground(RAYWHITE); - BeginShaderMode(wave); + BeginShaderMode(shader); - DrawTexture(space, 0, 0, WHITE); - DrawTexture(space, space.width, 0, WHITE); + DrawTexture(texture, 0, 0, WHITE); + DrawTexture(texture, texture.width, 0, WHITE); EndShaderMode(); @@ -105,8 +103,8 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(wave); // Unload shader - UnloadTexture(space); // Unload texture + UnloadShader(shader); // Unload shader + UnloadTexture(texture); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
