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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_texture_drawing.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_texture_drawing.data')
| -rw-r--r-- | examples/shaders/shaders_texture_drawing.data | 12 |
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); |
