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authorRay <raysan5@gmail.com>2019-05-18 01:31:48 +0200
committerRay <raysan5@gmail.com>2019-05-18 01:31:48 +0200
commitc1594fa445d038e40bae22eb69dfa04cc406aca4 (patch)
tree5a54d5d8cebc4224a0d9696c81407c158936c0bc /examples/shaders
parent6332bc039878c870538ce4c1ce47d3caaf3a40c4 (diff)
downloadraylib-c1594fa445d038e40bae22eb69dfa04cc406aca4.tar.gz
raylib-c1594fa445d038e40bae22eb69dfa04cc406aca4.zip
Tweaks
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_julia_set.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 6c45f843..ecaa5b6e 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -64,7 +64,7 @@ int main()
int offsetLoc = GetShaderLocation(shader, "offset");
// Tell the shader what the screen dimensions, zoom, offset and c are
- float screenDims[2] = { (float)screenWidth, (float)screenHeight };
+ float screenDims[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);