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authorraysan5 <raysan5@gmail.com>2016-04-01 10:39:33 +0200
committerraysan5 <raysan5@gmail.com>2016-04-01 10:39:33 +0200
commit06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb (patch)
tree588520d9c1f4620a8a1e362f165a9214afe5d9e4 /examples/shaders_postprocessing.c
parent108055cd62bdc792e685db5c5640e6d70259b067 (diff)
downloadraylib-06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb.tar.gz
raylib-06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb.zip
Remove old postprocessing system
Diffstat (limited to 'examples/shaders_postprocessing.c')
-rw-r--r--examples/shaders_postprocessing.c7
1 files changed, 2 insertions, 5 deletions
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c
index fabf5131..0bcd5156 100644
--- a/examples/shaders_postprocessing.c
+++ b/examples/shaders_postprocessing.c
@@ -41,10 +41,7 @@ int main()
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
- // NOTE: Old postprocessing system is not flexible enough despite being very easy to use
- //SetPostproShader(shader); // Set fullscreen postprocessing shader
-
- // New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes
+ // Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
@@ -69,7 +66,7 @@ int main()
ClearBackground(RAYWHITE);
- BeginTextureMode(target); // Enable render to texture RenderTexture2D
+ BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);