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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_hot_reloading.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_hot_reloading.c')
-rw-r--r--examples/shaders/shaders_hot_reloading.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c
index dcd3f801..fb645c86 100644
--- a/examples/shaders/shaders_hot_reloading.c
+++ b/examples/shaders/shaders_hot_reloading.c
@@ -32,11 +32,11 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
- long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
+ long fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
+ Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
// Get shader locations for required uniforms
int resolutionLoc = GetShaderLocation(shader, "resolution");
@@ -68,13 +68,13 @@ int main(void)
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
{
- long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
+ long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
// Check if shader file has been modified
if (currentFragShaderModTime != fragShaderFileModTime)
{
// Try reloading updated shader
- Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
+ Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded
{
@@ -108,7 +108,7 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
- DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
+ DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);