diff options
| author | Industrious Nomad <[email protected]> | 2019-10-26 03:45:15 -0400 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-10-26 09:45:15 +0200 |
| commit | a6db31c01e57ba9b0370190b11222dfaf4023b73 (patch) | |
| tree | 2cb0821b430c2e9613d74d9c4a1c0cb00bd103d2 /examples/shaders/resources | |
| parent | 39e22046c144e551ada940facd98f5f3d7039e59 (diff) | |
| download | raylib-a6db31c01e57ba9b0370190b11222dfaf4023b73.tar.gz raylib-a6db31c01e57ba9b0370190b11222dfaf4023b73.zip | |
updated RayMarching Demo (#997)
* Removed Unused Uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Removed Unused uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Updated Source
Added - #define PLATFORM_DESKTOP line for desktop users.
This now will correctly find the proper glsl version for the raymarching.fs file.
Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
They were never used and they were triggering a log warning.
Removed - The const from both screenWidth and screenHeight.
Now they can be used to update the shader resolution when screen is resized.
NOTE : This is a quick fix and probably not the best idea.
Added - IsWindowResized() to check if screen is resized.
If window is resized then width, height and shader resolution are updated.
Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.
* Closer Match to original code
* Removed the PLATFORM_DESKTOP Define
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/raymarching.fs | 4 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/raymarching.fs | 4 |
2 files changed, 2 insertions, 6 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/raymarching.fs b/examples/shaders/resources/shaders/glsl100/raymarching.fs index 4ae71297..c823e01e 100644 --- a/examples/shaders/resources/shaders/glsl100/raymarching.fs +++ b/examples/shaders/resources/shaders/glsl100/raymarching.fs @@ -8,8 +8,6 @@ varying vec4 fragColor; uniform vec3 viewEye; uniform vec3 viewCenter; -uniform vec3 viewUp; -uniform float deltaTime; uniform float runTime; uniform vec2 resolution; @@ -428,4 +426,4 @@ void main() #endif gl_FragColor = vec4( tot, 1.0 ); -}
\ No newline at end of file +} diff --git a/examples/shaders/resources/shaders/glsl330/raymarching.fs b/examples/shaders/resources/shaders/glsl330/raymarching.fs index 7c9fbcb1..3cec58a2 100644 --- a/examples/shaders/resources/shaders/glsl330/raymarching.fs +++ b/examples/shaders/resources/shaders/glsl330/raymarching.fs @@ -9,8 +9,6 @@ out vec4 finalColor; uniform vec3 viewEye; uniform vec3 viewCenter; -uniform vec3 viewUp; -uniform float deltaTime; uniform float runTime; uniform vec2 resolution; @@ -429,4 +427,4 @@ void main() #endif finalColor = vec4( tot, 1.0 ); -}
\ No newline at end of file +} |
