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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_raymarching.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_raymarching.c')
| -rw-r--r-- | examples/web/shaders/shaders_raymarching.c | 12 |
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 |
