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authorJess Peter <jessicapeter92@gmail.com>2018-07-21 18:56:16 +0200
committerGitHub <noreply@github.com>2018-07-21 18:56:16 +0200
commitf3d144bf0ea5265c40683ebb8e46b2feb769167a (patch)
tree8d62495b896af5f4091d1b7871d3661469313a7b /examples/shaders
parent82e4a12fd3bd902ab2d82db62685ccb558701f86 (diff)
downloadraylib-f3d144bf0ea5265c40683ebb8e46b2feb769167a.tar.gz
raylib-f3d144bf0ea5265c40683ebb8e46b2feb769167a.zip
Convert window render sizes to floats
GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build. It's not a super important change, but I came across it while playing with the examples on my pi.
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl100/swirl.fs6
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/swirl.fs b/examples/shaders/resources/shaders/glsl100/swirl.fs
index b969aab7..7807b807 100644
--- a/examples/shaders/resources/shaders/glsl100/swirl.fs
+++ b/examples/shaders/resources/shaders/glsl100/swirl.fs
@@ -13,8 +13,8 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Render size values should be passed from code
-const float renderWidth = 800;
-const float renderHeight = 450;
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
float radius = 250.0;
float angle = 0.8;
@@ -43,4 +43,4 @@ void main()
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);;
-} \ No newline at end of file
+}