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| author | Ray <[email protected]> | 2022-08-02 10:31:31 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-08-02 10:31:31 +0200 |
| commit | 5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9 (patch) | |
| tree | bd81bb12ac15d4d9697baaa6d448cdd15c4a85cf /examples/shaders/shaders_eratosthenes.data | |
| parent | 192e2026607b27e0226a1e2c4336799b77a2b4e8 (diff) | |
| download | raylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.tar.gz raylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.zip | |
Update examples to raylib 4.2
Diffstat (limited to 'examples/shaders/shaders_eratosthenes.data')
| -rw-r--r-- | examples/shaders/shaders_eratosthenes.data | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/shaders/shaders_eratosthenes.data b/examples/shaders/shaders_eratosthenes.data index ba6de89..0d5fcc5 100644 --- a/examples/shaders/shaders_eratosthenes.data +++ b/examples/shaders/shaders_eratosthenes.data @@ -11,7 +11,7 @@ precision mediump float; Each integer is tested to see if it is a prime number. Primes are colored white. Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer. - You can change the scale variable to make a larger or smaller grid. + You can change the scale variable to make a larger or smaller grid. Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers. WARNING: If you make scale too large, your GPU may bog down! @@ -27,11 +27,11 @@ vec4 Colorizer(float counter, float maxSize) { float red = 0.0, green = 0.0, blue = 0.0; float normsize = counter/maxSize; - + red = smoothstep(0.3, 0.7, normsize); green = sin(3.14159*normsize); blue = 1.0 - smoothstep(0.0, 0.4, normsize); - + return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0); } @@ -41,7 +41,7 @@ void main() float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid. float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values int valuei = int(value); - + //if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0); //else { |
