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authorRay <[email protected]>2017-10-23 22:05:27 +0200
committerRay <[email protected]>2017-10-23 22:05:27 +0200
commit6a3005e0c8738912465bf9fc12f6f5b9caa3a73f (patch)
tree0affe4dcf032f55b70131ac55e70055e7ce5c8a5 /examples/web/shaders/resources
parentb5a254452af9acaea801fafa50253f96893e246e (diff)
downloadraylib.com-6a3005e0c8738912465bf9fc12f6f5b9caa3a73f.tar.gz
raylib.com-6a3005e0c8738912465bf9fc12f6f5b9caa3a73f.zip
Updated, corrected some issues
Diffstat (limited to 'examples/web/shaders/resources')
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/base.vs4
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/swirl.fs12
2 files changed, 8 insertions, 8 deletions
diff --git a/examples/web/shaders/resources/shaders/glsl100/base.vs b/examples/web/shaders/resources/shaders/glsl100/base.vs
index e938693..4be76b9 100644
--- a/examples/web/shaders/resources/shaders/glsl100/base.vs
+++ b/examples/web/shaders/resources/shaders/glsl100/base.vs
@@ -7,7 +7,7 @@ attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
@@ -22,5 +22,5 @@ void main()
fragColor = vertexColor;
// Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/web/shaders/resources/shaders/glsl100/swirl.fs b/examples/web/shaders/resources/shaders/glsl100/swirl.fs
index b969aab..cdcdba3 100644
--- a/examples/web/shaders/resources/shaders/glsl100/swirl.fs
+++ b/examples/web/shaders/resources/shaders/glsl100/swirl.fs
@@ -13,16 +13,16 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Render size values should be passed from code
-const float renderWidth = 800;
-const float renderHeight = 450;
-
-float radius = 250.0;
-float angle = 0.8;
-
uniform vec2 center;
void main()
{
+ float renderWidth = 800.0;
+ float renderHeight = 450.0;
+
+ float radius = 250.0;
+ float angle = 0.8;
+
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;