Sfoglia il codice sorgente

Some example tweaks

pull/838/head
Ray 5 anni fa
parent
commit
2edec8ae28
2 ha cambiato i file con 16 aggiunte e 4 eliminazioni
  1. +7
    -1
      examples/shaders/shaders_raymarching.c
  2. +9
    -3
      examples/shaders/shaders_texture_drawing.c

+ 7
- 1
examples/shaders/shaders_raymarching.c Vedi File

@ -18,6 +18,12 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -37,7 +43,7 @@ int main()
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs");
Shader shader = LoadShader(0, n">FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
// Get shader locations for required uniforms
int viewEyeLoc = GetShaderLocation(shader, "viewEye");

+ 9
- 3
examples/shaders/shaders_texture_drawing.c Vedi File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [textures] example - Shader texture drawing
* raylib [textures] example - Texture drawing
*
* This example illustrates how to draw on a blank texture using a shader
*
@ -13,6 +13,12 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -20,14 +26,14 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
Image imBlank = GenImageColor(1024, 1024, BLANK);
Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs");
Shader shader = LoadShader(0, n">FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
float time = 0.0f;
int timeLoc = GetShaderLocation(shader, "uTime");

Caricamento…
Annulla
Salva