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authorraysan5 <raysan5@gmail.com>2016-07-12 01:54:47 +0200
committerraysan5 <raysan5@gmail.com>2016-07-12 01:54:47 +0200
commit3876f19d6a385001a4238ec27bcf3d7643dd190f (patch)
tree6d0540de86b6f81aa1c240063876ce04fff217a0 /examples
parent22672bc738ee0923fd43c431cb41d0bf4d8dd96c (diff)
downloadraylib-3876f19d6a385001a4238ec27bcf3d7643dd190f.tar.gz
raylib-3876f19d6a385001a4238ec27bcf3d7643dd190f.zip
Corrected some issues on OpenGL ES
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile5
-rw-r--r--examples/models_obj_loading.c2
-rw-r--r--examples/resources/shaders/glsl100/grayscale.fs4
-rw-r--r--examples/resources/shaders/glsl100/swirl.fs8
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs6
5 files changed, 13 insertions, 12 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 711f03a7..d20e229b 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -120,8 +120,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
- -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c
index a6969f70..50d42d2e 100644
--- a/examples/models_obj_loading.c
+++ b/examples/models_obj_loading.c
@@ -49,7 +49,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 1.0f); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs
index cf857488..15174ea5 100644
--- a/examples/resources/shaders/glsl100/grayscale.fs
+++ b/examples/resources/shaders/glsl100/grayscale.fs
@@ -8,14 +8,14 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
+ vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs
index 0d6d24f2..ca7668b2 100644
--- a/examples/resources/shaders/glsl100/swirl.fs
+++ b/examples/resources/shaders/glsl100/swirl.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
@@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200.0, 200.0);
+uniform vec2 center;
void main()
{
@@ -39,7 +39,7 @@ void main()
}
tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- gl_FragColor = vec4(color, 1.0);;
+ gl_FragColor = vec4(color.rgb, 1.0);;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
index 80c16cc9..5d238ac9 100644
--- a/examples/resources/shaders/glsl330/swirl.fs
+++ b/examples/resources/shaders/glsl330/swirl.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
@@ -40,7 +40,7 @@ void main()
}
tc += center;
- vec3 color = texture(texture0, tc/texSize).rgb;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- finalColor = vec4(color, 1.0);;
+ finalColor = vec4(color.rgb, 1.0);;
} \ No newline at end of file