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| author | Ray <[email protected]> | 2021-08-22 01:08:27 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-08-22 01:08:27 +0200 |
| commit | 51fbde178fdc7d7f173cea8e918e630c49ae7bfe (patch) | |
| tree | c19854996eca49766266cf7d64ac828bc5acca9b | |
| parent | b154bc33f55bf7b7ad3fab5841a8d49043e2e979 (diff) | |
| download | raylib-51fbde178fdc7d7f173cea8e918e630c49ae7bfe.tar.gz raylib-51fbde178fdc7d7f173cea8e918e630c49ae7bfe.zip | |
Update shaders_shapes_outline.c
| -rw-r--r-- | examples/shaders/shaders_shapes_outline.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c index d70f7645..3f02230e 100644 --- a/examples/shaders/shaders_shapes_outline.c +++ b/examples/shaders/shaders_shapes_outline.c @@ -1,7 +1,7 @@ /******************************************************************************************* * * raylib [shaders] example - Apply an shdrOutline to a texture -* +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -9,7 +9,7 @@ * * This example has been created using raylib 3.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* +* * Example contributed by Samuel Skiff (@GoldenThumbs) * * Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) @@ -31,11 +31,11 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); Texture2D egg = LoadTexture("resources/egg.png"); Texture2D torus = LoadTexture("resources/torus.png"); - Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/shdrOutline.fs", GLSL_VERSION)); + Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); float outlineScale = 16.0f; float textureScale[2] = { 16.0f*4, 16.0f*4 }; |
