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authorRay <raysan5@gmail.com>2016-07-19 12:48:55 +0200
committerGitHub <noreply@github.com>2016-07-19 12:48:55 +0200
commitab0d19f356dc6aadff11ab4034880c8759315000 (patch)
treefcd102935dcbd0d007fc413e8e97ba9c4fd90701 /shaders/glsl330/swirl.fs
parent13e18c23edb668e40d07c100fd1652c9c0af300b (diff)
parentc482f37dfde9343ee1cc315153dcef80254c7a0b (diff)
downloadraylib-ab0d19f356dc6aadff11ab4034880c8759315000.tar.gz
raylib-ab0d19f356dc6aadff11ab4034880c8759315000.zip
Merge pull request #137 from raysan5/develop1.5.0
Integrate Develop branch
Diffstat (limited to 'shaders/glsl330/swirl.fs')
-rw-r--r--shaders/glsl330/swirl.fs7
1 files changed, 4 insertions, 3 deletions
diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs
index 80c16cc9..c4b66768 100644
--- a/shaders/glsl330/swirl.fs
+++ b/shaders/glsl330/swirl.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 800.0; // HARDCODED for example!
-const float renderHeight = 480.0; // Use uniforms instead...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;