diff options
Diffstat (limited to 'examples/web/shaders')
| -rw-r--r-- | examples/web/shaders/shaders_basic_lighting.c | 4 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_custom_uniform.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_eratosthenes.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_fog.c | 4 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_julia_set.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_model_shader.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_palette_switch.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_postprocessing.c | 24 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_raymarching.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_rlgl_mesh_instanced.c | 4 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_shapes_textures.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_simple_mask.c | 6 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_texture_drawing.c | 2 | ||||
| -rw-r--r-- | examples/web/shaders/shaders_texture_waves.c | 2 |
14 files changed, 30 insertions, 30 deletions
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c index bbd358b..2bcae63 100644 --- a/examples/web/shaders/shaders_basic_lighting.c +++ b/examples/web/shaders/shaders_basic_lighting.c @@ -99,8 +99,8 @@ int main(void) modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; - shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + 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"); diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c index 69ac116..2057dcc 100644 --- a/examples/web/shaders/shaders_custom_uniform.c +++ b/examples/web/shaders/shaders_custom_uniform.c @@ -76,7 +76,7 @@ int main(void) // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 diff --git a/examples/web/shaders/shaders_eratosthenes.c b/examples/web/shaders/shaders_eratosthenes.c index 52041ab..d625ed2 100644 --- a/examples/web/shaders/shaders_eratosthenes.c +++ b/examples/web/shaders/shaders_eratosthenes.c @@ -62,7 +62,7 @@ int main(void) // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); // Create render texture to render to target = LoadRenderTexture(screenWidth, screenHeight); diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c index a84075f..859b4e2 100644 --- a/examples/web/shaders/shaders_fog.c +++ b/examples/web/shaders/shaders_fog.c @@ -99,8 +99,8 @@ int main(void) modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms - shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); + 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"); diff --git a/examples/web/shaders/shaders_julia_set.c b/examples/web/shaders/shaders_julia_set.c index d598c0c..4922675 100644 --- a/examples/web/shaders/shaders_julia_set.c +++ b/examples/web/shaders/shaders_julia_set.c @@ -80,7 +80,7 @@ int main(void) // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); // c constant to use in z^2 + c c[0] = POINTS_OF_INTEREST[0][0]; diff --git a/examples/web/shaders/shaders_model_shader.c b/examples/web/shaders/shaders_model_shader.c index 32c564d..cc2ebaf 100644 --- a/examples/web/shaders/shaders_model_shader.c +++ b/examples/web/shaders/shaders_model_shader.c @@ -69,7 +69,7 @@ int main(void) // Load shader for model // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + 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 diff --git a/examples/web/shaders/shaders_palette_switch.c b/examples/web/shaders/shaders_palette_switch.c index 93215b9..6e2e618 100644 --- a/examples/web/shaders/shaders_palette_switch.c +++ b/examples/web/shaders/shaders_palette_switch.c @@ -107,7 +107,7 @@ int main(void) // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 diff --git a/examples/web/shaders/shaders_postprocessing.c b/examples/web/shaders/shaders_postprocessing.c index df7f4ae..7b62889 100644 --- a/examples/web/shaders/shaders_postprocessing.c +++ b/examples/web/shaders/shaders_postprocessing.c @@ -103,18 +103,18 @@ int main(void) // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) // NOTE 2: We load the correct shader depending on GLSL version - shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); - shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); - shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); - shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); - shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); - shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); - shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); - shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); - shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); - shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); - shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); - shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); + shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); + shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); + shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); + shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); + shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); + shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); + shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); + shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); + shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); + shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); + shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); // Create a RenderTexture2D to be used for render to texture target = LoadRenderTexture(screenWidth, screenHeight); diff --git a/examples/web/shaders/shaders_raymarching.c b/examples/web/shaders/shaders_raymarching.c index 1e35f31..3d61fd9 100644 --- a/examples/web/shaders/shaders_raymarching.c +++ b/examples/web/shaders/shaders_raymarching.c @@ -75,7 +75,7 @@ int main(void) // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); // Get shader locations for required uniforms viewEyeLoc = GetShaderLocation(shader, "viewEye"); diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c index 4cf780a..702fbcb 100644 --- a/examples/web/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.c @@ -73,8 +73,8 @@ int main(void) Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl - Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); diff --git a/examples/web/shaders/shaders_shapes_textures.c b/examples/web/shaders/shaders_shapes_textures.c index 654e4e0..51a64af 100644 --- a/examples/web/shaders/shaders_shapes_textures.c +++ b/examples/web/shaders/shaders_shapes_textures.c @@ -56,7 +56,7 @@ int main(void) // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); // Shader usage is also different than models/postprocessing, shader is just activated when required diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c index df848cd..1dd63f8 100644 --- a/examples/web/shaders/shaders_simple_mask.c +++ b/examples/web/shaders/shaders_simple_mask.c @@ -90,7 +90,7 @@ int main(void) model3 = LoadModelFromMesh(sphere); // Load the shader - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); // Load and apply the diffuse texture (colour map) texDiffuse = LoadTexture("resources/plasma.png"); @@ -178,8 +178,8 @@ void UpdateDrawFrame(void) EndMode3D(); - DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE); - DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE); + DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE); + DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE); DrawFPS(10, 10); diff --git a/examples/web/shaders/shaders_texture_drawing.c b/examples/web/shaders/shaders_texture_drawing.c index 346a6d0..37dd2fb 100644 --- a/examples/web/shaders/shaders_texture_drawing.c +++ b/examples/web/shaders/shaders_texture_drawing.c @@ -58,7 +58,7 @@ int main(void) UnloadImage(imBlank); // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); timeLoc = GetShaderLocation(shader, "uTime"); SetShaderValue(shader, timeLoc, &time, UNIFORM_FLOAT); diff --git a/examples/web/shaders/shaders_texture_waves.c b/examples/web/shaders/shaders_texture_waves.c index 1a23c1c..f27fd53 100644 --- a/examples/web/shaders/shaders_texture_waves.c +++ b/examples/web/shaders/shaders_texture_waves.c @@ -77,7 +77,7 @@ int main(void) texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values - shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); + shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); secondsLoc = GetShaderLocation(shader, "secondes"); freqXLoc = GetShaderLocation(shader, "freqX"); |
