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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_multi_sample2d.data
parent192e2026607b27e0226a1e2c4336799b77a2b4e8 (diff)
downloadraylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.tar.gz
raylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.zip
Update examples to raylib 4.2
Diffstat (limited to 'examples/shaders/shaders_multi_sample2d.data')
-rw-r--r--examples/shaders/shaders_multi_sample2d.data4
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/shaders/shaders_multi_sample2d.data b/examples/shaders/shaders_multi_sample2d.data
index c5c0cb7..a163a8a 100644
--- a/examples/shaders/shaders_multi_sample2d.data
+++ b/examples/shaders/shaders_multi_sample2d.data
@@ -18,9 +18,9 @@ void main()
// Texel color fetching from texture sampler
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
-
+
float x = fract(fragTexCoord.s);
float final = smoothstep(divider - 0.1, divider + 0.1, x);
-
+
gl_FragColor = mix(texelColor0, texelColor1, final);
}