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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 | |
| 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')
| -rw-r--r-- | examples/web/shaders/shaders_basic_lighting.c | 12 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_custom_uniform.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_fog.c | 18 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_hot_reloading.c | 8 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_julia_set.c | 16 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_model_shader.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_postprocessing.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_raymarching.c | 12 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_rlgl_mesh_instanced.c | 10 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_simple_mask.c | 16 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_spotlight.c | 10 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_texture_drawing.c | 4 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_texture_waves.c | 16 |
13 files changed, 64 insertions, 64 deletions
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c index 2bcae63..05b5acc 100644 --- a/examples/web/shaders/shaders_basic_lighting.c +++ b/examples/web/shaders/shaders_basic_lighting.c @@ -95,16 +95,16 @@ int main(void) texture = LoadTexture("resources/texel_checker.png"); // Assign texture to default model material - modelA.materials[0].maps[MAP_DIFFUSE].texture = texture; - modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; - modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; + modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions - shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); - shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); + shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // ambient light level ambientLoc = GetShaderLocation(shader, "ambient"); @@ -187,7 +187,7 @@ void UpdateDrawFrame(void) // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c index 2057dcc..83fa51c 100644 --- a/examples/web/shaders/shaders_custom_uniform.c +++ b/examples/web/shaders/shaders_custom_uniform.c @@ -72,7 +72,7 @@ int main(void) model = LoadModel("resources/models/barracks.obj"); // Load OBJ model texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c index 859b4e2..a2a0290 100644 --- a/examples/web/shaders/shaders_fog.c +++ b/examples/web/shaders/shaders_fog.c @@ -94,23 +94,23 @@ int main(void) texture = LoadTexture("resources/texel_checker.png"); // Assign texture to default model material - modelA.materials[0].maps[MAP_DIFFUSE].texture = texture; - modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; - modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; + modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); - shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); - shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); + shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // Ambient light level ambientLoc = GetShaderLocation(shader, "ambient"); - SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); + SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); fogDensityLoc = GetShaderLocation(shader, "fogDensity"); - SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT); + SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); // NOTE: All models share the same shader modelA.materials[0].shader = shader; @@ -170,14 +170,14 @@ void UpdateDrawFrame(void) if (fogDensity < 0.0) fogDensity = 0.0; } - SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT); + SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); // Rotate the torus modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); // Update the light shader with the camera view position - SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3); + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/web/shaders/shaders_hot_reloading.c b/examples/web/shaders/shaders_hot_reloading.c index fb645c8..ef101b4 100644 --- a/examples/web/shaders/shaders_hot_reloading.c +++ b/examples/web/shaders/shaders_hot_reloading.c @@ -44,7 +44,7 @@ int main(void) int timeLoc = GetShaderLocation(shader, "time"); float resolution[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); float totalTime = 0.0f; bool shaderAutoReloading = false; @@ -62,8 +62,8 @@ int main(void) float mousePos[2] = { mouse.x, mouse.y }; // Set shader required uniform values - SetShaderValue(shader, timeLoc, &totalTime, UNIFORM_FLOAT); - SetShaderValue(shader, mouseLoc, mousePos, UNIFORM_VEC2); + SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2); // Hot shader reloading if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) @@ -87,7 +87,7 @@ int main(void) timeLoc = GetShaderLocation(shader, "time"); // Reset required uniforms - SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); } fragShaderFileModTime = currentFragShaderModTime; diff --git a/examples/web/shaders/shaders_julia_set.c b/examples/web/shaders/shaders_julia_set.c index 4922675..378da2f 100644 --- a/examples/web/shaders/shaders_julia_set.c +++ b/examples/web/shaders/shaders_julia_set.c @@ -98,11 +98,11 @@ int main(void) // Tell the shader what the screen dimensions, zoom, offset and c are float screenDims[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2); + SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2); - SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); - SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); - SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); @@ -154,7 +154,7 @@ void UpdateDrawFrame(void) else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1]; else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1]; - SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change) @@ -183,15 +183,15 @@ void UpdateDrawFrame(void) } else offsetSpeed = (Vector2){ 0.0f, 0.0f }; - SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); - SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); + SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); // Increment c value with time float amount = GetFrameTime()*incrementSpeed*0.0005f; c[0] += amount; c[1] += amount; - SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); + SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); } //---------------------------------------------------------------------------------- diff --git a/examples/web/shaders/shaders_model_shader.c b/examples/web/shaders/shaders_model_shader.c index cc2ebaf..18abea5 100644 --- a/examples/web/shaders/shaders_model_shader.c +++ b/examples/web/shaders/shaders_model_shader.c @@ -72,7 +72,7 @@ int main(void) shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); model.materials[0].shader = shader; // Set shader effect to 3d model - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model // Setup orbital camera SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode diff --git a/examples/web/shaders/shaders_postprocessing.c b/examples/web/shaders/shaders_postprocessing.c index 7b62889..00fe96b 100644 --- a/examples/web/shaders/shaders_postprocessing.c +++ b/examples/web/shaders/shaders_postprocessing.c @@ -98,7 +98,7 @@ int main(void) model = LoadModel("resources/models/church.obj"); // Load OBJ model texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) 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 diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c index 702fbcb..9657144 100644 --- a/examples/web/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.c @@ -77,9 +77,9 @@ int main(void) TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions - shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); - shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); - shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); + shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); + shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); // Ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); @@ -89,7 +89,7 @@ int main(void) Material material = LoadMaterialDefault(); material.shader = shader; - material.maps[MAP_DIFFUSE].color = RED; + material.maps[MATERIAL_MAP_DIFFUSE].color = RED; SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode @@ -105,7 +105,7 @@ int main(void) // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); // Apply per-instance rotations for (int i = 0; i < count; i++) diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c index 1dd63f8..79effab 100644 --- a/examples/web/shaders/shaders_simple_mask.c +++ b/examples/web/shaders/shaders_simple_mask.c @@ -94,16 +94,16 @@ int main(void) // Load and apply the diffuse texture (colour map) texDiffuse = LoadTexture("resources/plasma.png"); - model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; - model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; + model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; + model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; - // Using MAP_EMISSION as a spare slot to use for 2nd texture - // NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP + // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture + // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP // as they are bound as cube maps texMask = LoadTexture("resources/mask.png"); - model1.materials[0].maps[MAP_EMISSION].texture = texMask; - model2.materials[0].maps[MAP_EMISSION].texture = texMask; - shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); + model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; + model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; + shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); // Frame is incremented each frame to animate the shader shaderFrame = GetShaderLocation(shader, "frame"); @@ -155,7 +155,7 @@ void UpdateDrawFrame(void) rotation.z -= 0.0025f; // Send frames counter to shader for animation - SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT); + SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT); // Rotate one of the models model1.transform = MatrixRotateXYZ(rotation); diff --git a/examples/web/shaders/shaders_spotlight.c b/examples/web/shaders/shaders_spotlight.c index 51e5f6f..f924bac 100644 --- a/examples/web/shaders/shaders_spotlight.c +++ b/examples/web/shaders/shaders_spotlight.c @@ -114,7 +114,7 @@ int main(void) // a pitch black half and a dimly lit half. unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth"); float sw = (float)GetScreenWidth(); - SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT); + SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT); // Randomise the locations and velocities of the spotlights // and initialise the shader locations @@ -133,9 +133,9 @@ int main(void) spots[i].inner = 28 * (i + 1); spots[i].radius = 48 * (i + 1); - SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); - SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT); - SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT); + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); + SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT); + SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT); } SetTargetFPS(60); // Set to run at 60 frames-per-second @@ -171,7 +171,7 @@ int main(void) if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y; } - SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); } // Draw diff --git a/examples/web/shaders/shaders_texture_drawing.c b/examples/web/shaders/shaders_texture_drawing.c index 37dd2fb..374bc2b 100644 --- a/examples/web/shaders/shaders_texture_drawing.c +++ b/examples/web/shaders/shaders_texture_drawing.c @@ -61,7 +61,7 @@ int main(void) shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); timeLoc = GetShaderLocation(shader, "uTime"); - SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); + SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 60, 1); @@ -94,7 +94,7 @@ void UpdateDrawFrame(void) // Update //---------------------------------------------------------------------------------- time = GetTime(); - SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); + SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/web/shaders/shaders_texture_waves.c b/examples/web/shaders/shaders_texture_waves.c index f27fd53..e43dc5f 100644 --- a/examples/web/shaders/shaders_texture_waves.c +++ b/examples/web/shaders/shaders_texture_waves.c @@ -88,13 +88,13 @@ int main(void) speedYLoc = GetShaderLocation(shader, "speedY"); float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() }; - SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2); - SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT); - SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT); - SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT); - SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT); - SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT); - SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT); + SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT); #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 60, 1); @@ -129,7 +129,7 @@ void UpdateDrawFrame(void) //---------------------------------------------------------------------------------- seconds += GetFrameTime(); - SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT); + SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- // Draw |
