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| author | Ray <[email protected]> | 2019-05-18 01:27:54 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-18 01:27:54 +0200 |
| commit | 210d5ec72bbc4ba426b21f69e6f65b6d75923d05 (patch) | |
| tree | c01f6e14d673504534602c7ae9609b3dff248806 /examples/web/shaders/shaders_postprocessing.c | |
| parent | 85b11a6baf64a2b4e02c81d4d47b15eb578dc074 (diff) | |
| download | raylib.com-210d5ec72bbc4ba426b21f69e6f65b6d75923d05.tar.gz raylib.com-210d5ec72bbc4ba426b21f69e6f65b6d75923d05.zip | |
Update examples to raylib 2.5 -WIP-
Remove old examples
Diffstat (limited to 'examples/web/shaders/shaders_postprocessing.c')
| -rw-r--r-- | examples/web/shaders/shaders_postprocessing.c | 12 |
1 files changed, 0 insertions, 12 deletions
diff --git a/examples/web/shaders/shaders_postprocessing.c b/examples/web/shaders/shaders_postprocessing.c index 67207a0..5b5aec2 100644 --- a/examples/web/shaders/shaders_postprocessing.c +++ b/examples/web/shaders/shaders_postprocessing.c @@ -22,10 +22,6 @@ #include <emscripten/emscripten.h> #endif -#if defined(PLATFORM_ANDROID) - #include "android_native_app_glue.h" -#endif - #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs" @@ -95,20 +91,12 @@ void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main Enry Point //---------------------------------------------------------------------------------- -#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 - postprocessing shader"); -#endif dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture |
