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authorRay <[email protected]>2021-03-14 11:05:51 +0100
committerRay <[email protected]>2021-03-14 11:05:51 +0100
commit01e28263be9869b28acae5cf1128472269626edb (patch)
tree7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/shaders/shaders_julia_set.c
parent75038baf716a79606e86d46dad9d527bbb65628a (diff)
downloadraylib-01e28263be9869b28acae5cf1128472269626edb.tar.gz
raylib-01e28263be9869b28acae5cf1128472269626edb.zip
WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
Diffstat (limited to 'examples/shaders/shaders_julia_set.c')
-rw-r--r--examples/shaders/shaders_julia_set.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c
index 91067a10..d0304705 100644
--- a/examples/shaders/shaders_julia_set.c
+++ b/examples/shaders/shaders_julia_set.c
@@ -65,11 +65,11 @@ int main(void)
// Tell the shader what the screen dimensions, zoom, offset and c are
float screenDims[2] = { (float)screenWidth, (float)screenHeight };
- SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2);
+ SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, SHADER_UNIFORM_VEC2);
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
- SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
+ SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
+ SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
@@ -101,7 +101,7 @@ int main(void)
else if (IsKeyPressed(KEY_FIVE)) c[0] = POINTS_OF_INTEREST[4][0], c[1] = POINTS_OF_INTEREST[4][1];
else if (IsKeyPressed(KEY_SIX)) c[0] = POINTS_OF_INTEREST[5][0], c[1] = POINTS_OF_INTEREST[5][1];
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
+ SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
if (IsKeyPressed(KEY_SPACE)) pause = !pause; // Pause animation (c change)
@@ -130,15 +130,15 @@ int main(void)
}
else offsetSpeed = (Vector2){ 0.0f, 0.0f };
- SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
- SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2);
+ SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
// Increment c value with time
float amount = GetFrameTime()*incrementSpeed*0.0005f;
c[0] += amount;
c[1] += amount;
- SetShaderValue(shader, cLoc, c, UNIFORM_VEC2);
+ SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
//----------------------------------------------------------------------------------