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| author | Ray <[email protected]> | 2017-10-23 22:05:27 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-10-23 22:05:27 +0200 |
| commit | 6a3005e0c8738912465bf9fc12f6f5b9caa3a73f (patch) | |
| tree | 0affe4dcf032f55b70131ac55e70055e7ce5c8a5 /examples/web/shaders/resources | |
| parent | b5a254452af9acaea801fafa50253f96893e246e (diff) | |
| download | raylib.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.vs | 4 | ||||
| -rw-r--r-- | examples/web/shaders/resources/shaders/glsl100/swirl.fs | 12 |
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; |
