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authorRay <[email protected]>2019-05-16 17:07:59 +0200
committerRay <[email protected]>2019-05-16 17:07:59 +0200
commit9fd410b8a87ede4b40be60ec5043090e2a86c6fe (patch)
treed3d90809faade24ce122c39e3afa284c59bb487f /examples/shaders/shaders_julia_set.c
parentcf4fde94568f779a5d9afea8a9d712caff774e38 (diff)
downloadraylib-9fd410b8a87ede4b40be60ec5043090e2a86c6fe.tar.gz
raylib-9fd410b8a87ede4b40be60ec5043090e2a86c6fe.zip
Review shader to use provided texture coordinates
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
Diffstat (limited to 'examples/shaders/shaders_julia_set.c')
-rw-r--r--examples/shaders/shaders_julia_set.c23
1 files changed, 13 insertions, 10 deletions
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 58163059..6c45f843 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -117,8 +117,8 @@ int main()
// Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f;
- if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
+ if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
Vector2 mousePos = GetMousePosition();
@@ -153,16 +153,19 @@ int main()
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
- // Draw a rectangle in shader mode
- // NOTE: This acts as a canvas for the shader to draw on
- BeginShaderMode(shader);
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
- EndShaderMode();
+ // Draw a rectangle in shader mode to be used as shader canvas
+ // NOTE: Rectangle uses font white character texture coordinates,
+ // so shader can not be applied here directly because input vertexTexCoord
+ // do not represent full screen coordinates (space where want to apply shader)
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
- // Draw the saved texture (rendered julia set)
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
-
+ // Draw the saved texture and rendered julia set with shader
+ // NOTE: We do not invert texture on Y, already considered inside shader
+ BeginShaderMode(shader);
+ DrawTexture(target.texture, 0, 0, WHITE);
+ EndShaderMode();
+
if (showControls)
{
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);