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| author | Ray <[email protected]> | 2021-03-14 13:10:05 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-14 13:10:05 +0100 |
| commit | 06c815f05810fb2a72356d19f9cac218ca977892 (patch) | |
| tree | b8e08779a8374cb641c5246c55475f88e263704a /examples/web/shaders/shaders_julia_set.c | |
| parent | 421c4e4cd85310bef3a8f79f89d23e3a1eac9668 (diff) | |
| download | raylib.com-06c815f05810fb2a72356d19f9cac218ca977892.tar.gz raylib.com-06c815f05810fb2a72356d19f9cac218ca977892.zip | |
Updated examples after enum values rename
Diffstat (limited to 'examples/web/shaders/shaders_julia_set.c')
| -rw-r--r-- | examples/web/shaders/shaders_julia_set.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/web/shaders/shaders_julia_set.c b/examples/web/shaders/shaders_julia_set.c index 4922675..378da2f 100644 --- a/examples/web/shaders/shaders_julia_set.c +++ b/examples/web/shaders/shaders_julia_set.c @@ -98,11 +98,11 @@ int main(void) // Tell the shader what the screen dimensions, zoom, offset and c are float screenDims[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2); + SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2); - SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); - SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); - SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); @@ -154,7 +154,7 @@ void UpdateDrawFrame(void) else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1]; else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1]; - SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change) @@ -183,15 +183,15 @@ void UpdateDrawFrame(void) } else offsetSpeed = (Vector2){ 0.0f, 0.0f }; - SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); - SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); // Increment c value with time float amount = GetFrameTime()*incrementSpeed*0.0005f; c[0] += amount; c[1] += amount; - SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } //---------------------------------------------------------------------------------- |
