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-rw-r--r--examples/web/shaders/shaders_basic_lighting.c4
-rw-r--r--examples/web/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/web/shaders/shaders_eratosthenes.c2
-rw-r--r--examples/web/shaders/shaders_fog.c4
-rw-r--r--examples/web/shaders/shaders_julia_set.c2
-rw-r--r--examples/web/shaders/shaders_model_shader.c2
-rw-r--r--examples/web/shaders/shaders_palette_switch.c2
-rw-r--r--examples/web/shaders/shaders_postprocessing.c24
-rw-r--r--examples/web/shaders/shaders_raymarching.c2
-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.c4
-rw-r--r--examples/web/shaders/shaders_shapes_textures.c2
-rw-r--r--examples/web/shaders/shaders_simple_mask.c6
-rw-r--r--examples/web/shaders/shaders_texture_drawing.c2
-rw-r--r--examples/web/shaders/shaders_texture_waves.c2
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");