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-rw-r--r--examples/resources/shaders/glsl330/bloom.fs2
-rw-r--r--examples/resources/shaders/glsl330/phong.fs3
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs2
3 files changed, 5 insertions, 2 deletions
diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs
index 47ddee30..0307bc06 100644
--- a/examples/resources/shaders/glsl330/bloom.fs
+++ b/examples/resources/shaders/glsl330/bloom.fs
@@ -17,7 +17,7 @@ void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
-
+
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
diff --git a/examples/resources/shaders/glsl330/phong.fs b/examples/resources/shaders/glsl330/phong.fs
index 80e3d673..c14b346a 100644
--- a/examples/resources/shaders/glsl330/phong.fs
+++ b/examples/resources/shaders/glsl330/phong.fs
@@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0;
uniform vec3 lightPosition;
uniform vec3 cameraPosition;
+// Fragment shader output data
+out vec4 fragColor;
+
// Calculate ambient lighting component
vec3 AmbientLighting()
{
diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
index da098754..80c16cc9 100644
--- a/examples/resources/shaders/glsl330/swirl.fs
+++ b/examples/resources/shaders/glsl330/swirl.fs
@@ -21,7 +21,7 @@ float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;