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authorRay <[email protected]>2022-08-02 10:31:31 +0200
committerRay <[email protected]>2022-08-02 10:31:31 +0200
commit5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9 (patch)
treebd81bb12ac15d4d9697baaa6d448cdd15c4a85cf /examples/shaders/shaders_hot_reloading.data
parent192e2026607b27e0226a1e2c4336799b77a2b4e8 (diff)
downloadraylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.tar.gz
raylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.zip
Update examples to raylib 4.2
Diffstat (limited to 'examples/shaders/shaders_hot_reloading.data')
-rw-r--r--examples/shaders/shaders_hot_reloading.data28
1 files changed, 14 insertions, 14 deletions
diff --git a/examples/shaders/shaders_hot_reloading.data b/examples/shaders/shaders_hot_reloading.data
index eda00ae..d8e4416 100644
--- a/examples/shaders/shaders_hot_reloading.data
+++ b/examples/shaders/shaders_hot_reloading.data
@@ -14,26 +14,26 @@ uniform float time; // Total run time (in secods)
// Draw circle
vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
{
- float d = length(position - fragCoord) - radius;
- float t = clamp(d, 0.0, 1.0);
- return vec4(color, 1.0 - t);
+ float d = length(position - fragCoord) - radius;
+ float t = clamp(d, 0.0, 1.0);
+ return vec4(color, 1.0 - t);
}
void main()
{
- vec2 fragCoord = gl_FragCoord.xy;
- vec2 position = vec2(mouse.x, resolution.y - mouse.y);
- float radius = 40.0;
+ vec2 fragCoord = gl_FragCoord.xy;
+ vec2 position = vec2(mouse.x, resolution.y - mouse.y);
+ float radius = 40.0;
// Draw background layer
vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
- vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
-
- // Draw circle layer
- vec3 color = vec3(0.9, 0.16, 0.21);
- vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
-
- // Blend the two layers
- gl_FragColor = mix(layer1, layer2, layer2.a);
+ vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
+
+ // Draw circle layer
+ vec3 color = vec3(0.9, 0.16, 0.21);
+ vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
+
+ // Blend the two layers
+ gl_FragColor = mix(layer1, layer2, layer2.a);
}