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Renamed shaders for consistency

pull/4578/merge
Ray vor 4 Wochen
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3148206758
8 geänderte Dateien mit 2 neuen und 2 gelöschten Zeilen
  1. +0
    -0
      examples/shaders/resources/shaders/glsl100/depth_render.fs
  2. +0
    -0
      examples/shaders/resources/shaders/glsl100/depth_write.fs
  3. +0
    -0
      examples/shaders/resources/shaders/glsl120/depth_render.fs
  4. +0
    -0
      examples/shaders/resources/shaders/glsl120/depth_write.fs
  5. +0
    -0
      examples/shaders/resources/shaders/glsl330/depth_render.fs
  6. +0
    -0
      examples/shaders/resources/shaders/glsl330/depth_write.fs
  7. +1
    -1
      examples/shaders/shaders_depth_rendering.c
  8. +1
    -1
      examples/shaders/shaders_depth_writing.c

examples/shaders/resources/shaders/glsl100/depth.fs → examples/shaders/resources/shaders/glsl100/depth_render.fs Datei anzeigen


examples/shaders/resources/shaders/glsl100/write_depth.fs → examples/shaders/resources/shaders/glsl100/depth_write.fs Datei anzeigen


examples/shaders/resources/shaders/glsl120/depth.fs → examples/shaders/resources/shaders/glsl120/depth_render.fs Datei anzeigen


examples/shaders/resources/shaders/glsl120/write_depth.fs → examples/shaders/resources/shaders/glsl120/depth_write.fs Datei anzeigen


examples/shaders/resources/shaders/glsl330/depth.fs → examples/shaders/resources/shaders/glsl330/depth_render.fs Datei anzeigen


examples/shaders/resources/shaders/glsl330/write_depth.fs → examples/shaders/resources/shaders/glsl330/depth_write.fs Datei anzeigen


+ 1
- 1
examples/shaders/shaders_depth_rendering.c Datei anzeigen

@ -58,7 +58,7 @@ int main(void)
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Load depth shader and get depth texture shader location
Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.fs", GLSL_VERSION));
int depthLoc = GetShaderLocation(depthShader, "depthTexture");
int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture

+ 1
- 1
examples/shaders/shaders_depth_writing.c Datei anzeigen

@ -60,7 +60,7 @@ int main(void)
// Load depth writting shader
// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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