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authorraysan5 <[email protected]>2020-08-16 11:28:15 +0200
committerraysan5 <[email protected]>2020-08-16 11:28:15 +0200
commitc32ae480afd196d88acdfdb52d5261a61e0deb08 (patch)
treef34f662f64424cbade1678c07934b9c12455d68d /examples/shaders/shaders_basic_lighting.c
parent26f6a64a39671487f5d1eeeffe7fce6538669051 (diff)
downloadraylib-c32ae480afd196d88acdfdb52d5261a61e0deb08.tar.gz
raylib-c32ae480afd196d88acdfdb52d5261a61e0deb08.zip
RENAMED: FormatText() -> TextFormat()
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
Diffstat (limited to 'examples/shaders/shaders_basic_lighting.c')
-rw-r--r--examples/shaders/shaders_basic_lighting.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index 21883efa..95df69c2 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -69,8 +69,8 @@ int main(void)
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
- Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
- FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
+ Shader 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");