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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_texture_drawing.data
parent192e2026607b27e0226a1e2c4336799b77a2b4e8 (diff)
downloadraylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.tar.gz
raylib.com-5fc1538c24f61bd5973ce6f3514ecaadef8f1cd9.zip
Update examples to raylib 4.2
Diffstat (limited to 'examples/shaders/shaders_texture_drawing.data')
-rw-r--r--examples/shaders/shaders_texture_drawing.data12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/shaders/shaders_texture_drawing.data b/examples/shaders/shaders_texture_drawing.data
index 108f057..9e5eab0 100644
--- a/examples/shaders/shaders_texture_drawing.data
+++ b/examples/shaders/shaders_texture_drawing.data
@@ -17,21 +17,21 @@ vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
-
+
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
-
+
// Rotate vector by angle
v -= 0.5;
v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
v += 0.5;
-
+
return v;
}
-float Rectangle(in vec2 st, in float size, in float fill)
+float Rectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
@@ -43,7 +43,7 @@ float Rectangle(in vec2 st, in float size, in float fill)
}
void main()
-{
+{
vec2 fragPos = fragTexCoord;
fragPos.xy += uTime/9.0;
@@ -52,7 +52,7 @@ void main()
vec2 fpos = fract(fragPos); // Get the fractional coords
fpos = VectorRotateTime(fpos, 0.2);
-
+
float alpha = Rectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);