|  |  | @ -1,8 +1,8 @@ | 
		
	
		
			
			|  |  |  | /******************************************************************************************* | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   raylib [shaders] example - ascii effect | 
		
	
		
			
			|  |  |  | *   raylib [shaders] example - ascii rendering | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Example complexity rating: [★☆☆☆] 1/4 | 
		
	
		
			
			|  |  |  | *   Example complexity rating: [★★☆☆] 2/4 | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Example originally created with raylib 5.5, last time updated with raylib 5.6 | 
		
	
		
			
			|  |  |  | * | 
		
	
	
		
			
				|  |  | @ -33,7 +33,7 @@ int main(void) | 
		
	
		
			
			|  |  |  | const int screenWidth = 800; | 
		
	
		
			
			|  |  |  | const int screenHeight = 450; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii effect"); | 
		
	
		
			
			|  |  |  | InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Texture to test static drawing | 
		
	
		
			
			|  |  |  | Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); | 
		
	
	
		
			
				|  |  | @ -43,7 +43,7 @@ int main(void) | 
		
	
		
			
			|  |  |  | // Load shader to be used on postprocessing | 
		
	
		
			
			|  |  |  | Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // These locations are used to send data to the GPU. | 
		
	
		
			
			|  |  |  | // These locations are used to send data to the GPU | 
		
	
		
			
			|  |  |  | int resolutionLoc = GetShaderLocation(shader, "resolution"); | 
		
	
		
			
			|  |  |  | int fontSizeLoc = GetShaderLocation(shader, "fontSize"); | 
		
	
		
			
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				|  |  | @ -69,33 +69,31 @@ int main(void) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Update | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | if (circlePos.x > 200.0f || circlePos.x < 40.0f) { | 
		
	
		
			
			|  |  |  | circleSpeed *= -1; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | circlePos.x += circleSpeed; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1; | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw our scene to a render texture first | 
		
	
		
			
			|  |  |  | BeginTextureMode(target); | 
		
	
		
			
			|  |  |  | ClearBackground(WHITE); // The background of the scene itself | 
		
	
		
			
			|  |  |  | ClearBackground(WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTexture(fudesumi, 500, -30, WHITE);    // Using custom shader | 
		
	
		
			
			|  |  |  | DrawTexture(fudesumi, 500, -30, WHITE); | 
		
	
		
			
			|  |  |  | DrawTextureV(raysan, circlePos, WHITE); | 
		
	
		
			
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			|  |  |  | EndTextureMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | BeginDrawing(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | ClearBackground(RAYWHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | BeginShaderMode(shader); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw the scene texture (that we rendered earlier) to the screen. | 
		
	
		
			
			|  |  |  | // The shader will process every pixel of this texture. | 
		
	
		
			
			|  |  |  | DrawTextureRec(target.texture, | 
		
	
		
			
			|  |  |  | (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, | 
		
	
		
			
			|  |  |  | (Vector2){ 0, 0 }, | 
		
	
		
			
			|  |  |  | WHITE); | 
		
	
		
			
			|  |  |  | // Draw the render texture containing scene | 
		
	
		
			
			|  |  |  | // The shader will process every pixel on the screen | 
		
	
		
			
			|  |  |  | DrawTextureRec(target.texture, | 
		
	
		
			
			|  |  |  | (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, | 
		
	
		
			
			|  |  |  | (Vector2){ 0, 0 }, WHITE); | 
		
	
		
			
			|  |  |  | EndShaderMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawRectangle(0, 0, screenWidth, 40, BLACK); |