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authorRay <[email protected]>2019-05-20 16:36:42 +0200
committerRay <[email protected]>2019-05-20 16:36:42 +0200
commitb525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch)
tree08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/shaders/shaders_custom_uniform.c
parenta43a7980a30a52462956b23f2473e8ef8f38d1fb (diff)
downloadraylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz
raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip
Review ALL examples
Diffstat (limited to 'examples/shaders/shaders_custom_uniform.c')
-rw-r--r--examples/shaders/shaders_custom_uniform.c38
1 files changed, 19 insertions, 19 deletions
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index 74b9e771..1c82bba2 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -24,13 +24,13 @@
#define GLSL_VERSION 100
#endif
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
@@ -48,20 +48,20 @@ int main()
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
+
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
-
+
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlCenterLoc = GetShaderLocation(shader, "center");
-
+
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
-
+
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
-
+
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@@ -80,7 +80,7 @@ int main()
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
-
+
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
@@ -89,9 +89,9 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
BeginTextureMode(target); // Enable drawing to texture
-
+
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
@@ -101,21 +101,21 @@ int main()
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
-
+
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
-
+
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
-
+
BeginShaderMode(shader);
-
+
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
-
+
EndShaderMode();
-
+
// Draw some 2d text over drawn texture
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
-
+
DrawFPS(10, 10);
EndDrawing();