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authorRay <[email protected]>2020-01-30 13:52:46 +0100
committerRay <[email protected]>2020-01-30 13:52:46 +0100
commit68675c6a606cd85b522bd4024d3ea519d0119568 (patch)
treea718002f263f824c59f78ea33a70ad856cd05cdb /examples/web/shaders/shaders_texture_drawing.data
parenta80f304e208ae23571769344b5bae3e78eb48812 (diff)
downloadraylib.com-68675c6a606cd85b522bd4024d3ea519d0119568.tar.gz
raylib.com-68675c6a606cd85b522bd4024d3ea519d0119568.zip
Updated web examples to latest raylib
Diffstat (limited to 'examples/web/shaders/shaders_texture_drawing.data')
-rw-r--r--examples/web/shaders/shaders_texture_drawing.data7
1 files changed, 3 insertions, 4 deletions
diff --git a/examples/web/shaders/shaders_texture_drawing.data b/examples/web/shaders/shaders_texture_drawing.data
index cd96e22..108f057 100644
--- a/examples/web/shaders/shaders_texture_drawing.data
+++ b/examples/web/shaders/shaders_texture_drawing.data
@@ -7,8 +7,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
// Custom variables
-#define PI 3.14159265358979323846
-
+const float PI = 3.14159265358979323846;
uniform float uTime;
float divisions = 5.0;
@@ -20,9 +19,9 @@ vec2 VectorRotateTime(vec2 v, float speed)
float localTime = fract(time); // The time domain this works on is 1 sec.
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
- else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
+ else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
- else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
+ else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
// Rotate vector by angle
v -= 0.5;