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authorRay San <[email protected]>2017-11-03 20:01:48 +0100
committerRay San <[email protected]>2017-11-03 20:01:48 +0100
commitd918334a2e1ce32961c0797a4b13fdd5b4ce5630 (patch)
tree1f16feb32953200c2a47cf425352f1bba70ab99a /examples/web/shaders/shaders_custom_uniform.c
parente4041e4eb8c55db0a37c8af575c7a98c17963a9a (diff)
downloadraylib.com-d918334a2e1ce32961c0797a4b13fdd5b4ce5630.tar.gz
raylib.com-d918334a2e1ce32961c0797a4b13fdd5b4ce5630.zip
Updated to support Android platform
Diffstat (limited to 'examples/web/shaders/shaders_custom_uniform.c')
-rw-r--r--examples/web/shaders/shaders_custom_uniform.c14
1 files changed, 13 insertions, 1 deletions
diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c
index cfe38af..d660668 100644
--- a/examples/web/shaders/shaders_custom_uniform.c
+++ b/examples/web/shaders/shaders_custom_uniform.c
@@ -22,6 +22,10 @@
#include <emscripten/emscripten.h>
#endif
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
@@ -50,12 +54,20 @@ void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
-int main()
+#if defined(PLATFORM_ANDROID)
+void android_main(struct android_app *app)
+#else
+int main(void)
+#endif
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+#if defined(PLATFORM_ANDROID)
+ InitWindow(screenWidth, screenHeight, app);
+#else
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
+#endif
dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture