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authorIndustrious Nomad <[email protected]>2019-10-26 03:45:15 -0400
committerRay <[email protected]>2019-10-26 09:45:15 +0200
commita6db31c01e57ba9b0370190b11222dfaf4023b73 (patch)
tree2cb0821b430c2e9613d74d9c4a1c0cb00bd103d2 /examples/shaders/resources
parent39e22046c144e551ada940facd98f5f3d7039e59 (diff)
downloadraylib-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.fs4
-rw-r--r--examples/shaders/resources/shaders/glsl330/raymarching.fs4
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
+}