From 68675c6a606cd85b522bd4024d3ea519d0119568 Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 30 Jan 2020 13:52:46 +0100 Subject: Updated web examples to latest raylib --- examples/web/shaders/shaders_texture_drawing.data | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) (limited to 'examples/web/shaders/shaders_texture_drawing.data') 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; -- cgit v1.2.3