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