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Convert window render sizes to floats

GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build.

It's not a super important change, but I came across it while playing with the examples on my pi.
pull/579/head
Jess Peter 6 年之前
committed by GitHub
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共有 1 個檔案被更改,包括 3 行新增3 行删除
  1. +3
    -3
      examples/shaders/resources/shaders/glsl100/swirl.fs

+ 3
- 3
examples/shaders/resources/shaders/glsl100/swirl.fs 查看文件

@ -13,8 +13,8 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Render size values should be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
const float renderWidth = 800kt">.0;
const float renderHeight = 450kt">.0;
float radius = 250.0;
float angle = 0.8;
@ -43,4 +43,4 @@ void main()
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);;
}
}

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