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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_custom_uniform.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_custom_uniform.c')
-rw-r--r--examples/shaders/shaders_custom_uniform.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index 1c82bba2..2e46bc13 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -51,7 +51,7 @@ int main(void)
// 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));
+ Shader shader = LoadShader(0, TextFormat("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