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@ -1,7 +1,7 @@ |
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/******************************************************************************************* |
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* |
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* raylib [shaders] example - Apply an shdrOutline to a texture |
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* |
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* |
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, |
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. |
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@ -9,7 +9,7 @@ |
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* |
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* This example has been created using raylib 3.8 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Example contributed by Samuel Skiff (@GoldenThumbs) |
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* |
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* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) |
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@ -31,11 +31,11 @@ int main(void) |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture"); |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); |
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Texture2D egg = LoadTexture("resources/egg.png"); |
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Texture2D torus = LoadTexture("resources/torus.png"); |
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/shdrOutline.fs", GLSL_VERSION)); |
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); |
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float outlineScale = 16.0f; |
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float textureScale[2] = { 16.0f*4, 16.0f*4 }; |
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