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authorRay <[email protected]>2019-05-18 01:27:54 +0200
committerRay <[email protected]>2019-05-18 01:27:54 +0200
commit210d5ec72bbc4ba426b21f69e6f65b6d75923d05 (patch)
treec01f6e14d673504534602c7ae9609b3dff248806 /examples/src/text
parent85b11a6baf64a2b4e02c81d4d47b15eb578dc074 (diff)
downloadraylib.com-210d5ec72bbc4ba426b21f69e6f65b6d75923d05.tar.gz
raylib.com-210d5ec72bbc4ba426b21f69e6f65b6d75923d05.zip
Update examples to raylib 2.5 -WIP-
Remove old examples
Diffstat (limited to 'examples/src/text')
-rw-r--r--examples/src/text/text_font_sdf.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/examples/src/text/text_font_sdf.c b/examples/src/text/text_font_sdf.c
index 755b642..69cff47 100644
--- a/examples/src/text/text_font_sdf.c
+++ b/examples/src/text/text_font_sdf.c
@@ -11,6 +11,12 @@
#include "raylib.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
int main()
{
// Initialization
@@ -47,7 +53,7 @@ int main()
UnloadImage(atlas);
// Load SDF required shader (we use default vertex shader)
- Shader shader = LoadShader(0, "resources/shaders/sdf.fs");
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
Vector2 fontPosition = { 40, screenHeight/2 - 50 };