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| author | Ray <[email protected]> | 2020-01-30 13:52:46 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-01-30 13:52:46 +0100 |
| commit | 68675c6a606cd85b522bd4024d3ea519d0119568 (patch) | |
| tree | a718002f263f824c59f78ea33a70ad856cd05cdb /examples/web/shaders/shaders_texture_drawing.data | |
| parent | a80f304e208ae23571769344b5bae3e78eb48812 (diff) | |
| download | raylib.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.data | 7 |
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; |
