summaryrefslogtreecommitdiffhomepage
path: root/examples/web/shaders/shaders_raymarching.c
diff options
context:
space:
mode:
authorRay <[email protected]>2021-03-14 13:10:05 +0100
committerRay <[email protected]>2021-03-14 13:10:05 +0100
commit06c815f05810fb2a72356d19f9cac218ca977892 (patch)
treeb8e08779a8374cb641c5246c55475f88e263704a /examples/web/shaders/shaders_raymarching.c
parent421c4e4cd85310bef3a8f79f89d23e3a1eac9668 (diff)
downloadraylib.com-06c815f05810fb2a72356d19f9cac218ca977892.tar.gz
raylib.com-06c815f05810fb2a72356d19f9cac218ca977892.zip
Updated examples after enum values rename
Diffstat (limited to 'examples/web/shaders/shaders_raymarching.c')
-rw-r--r--examples/web/shaders/shaders_raymarching.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/web/shaders/shaders_raymarching.c b/examples/web/shaders/shaders_raymarching.c
index 3d61fd9..37a38f2 100644
--- a/examples/web/shaders/shaders_raymarching.c
+++ b/examples/web/shaders/shaders_raymarching.c
@@ -86,7 +86,7 @@ int main(void)
resolutionLoc = GetShaderLocation(shader, "resolution");
float resolution[2] = { screenWidth, screenHeight };
- SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
@@ -128,11 +128,11 @@ void UpdateDrawFrame(void)
runTime += deltaTime;
// Set shader required uniform values
- SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
- SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
- SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
- SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
- SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
+ SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, viewUpLoc, cameraUp, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, deltaTimeLoc, &deltaTime, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw