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authorRay <[email protected]>2021-04-22 18:55:24 +0200
committerRay <[email protected]>2021-04-22 18:55:24 +0200
commitdcf52c132fb0ca28f37dae9d957155e2541df812 (patch)
treeb6c263e59daba00fc33badd0a45fa6756d5df14c /examples/shaders/shaders_multi_sample2d.c
parentf92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff)
downloadraylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz
raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip
Remove trail spaces
Diffstat (limited to 'examples/shaders/shaders_multi_sample2d.c')
-rw-r--r--examples/shaders/shaders_multi_sample2d.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c
index 2ff6f200..fbe75085 100644
--- a/examples/shaders/shaders_multi_sample2d.c
+++ b/examples/shaders/shaders_multi_sample2d.c
@@ -42,10 +42,10 @@ int main(void)
UnloadImage(imBlue);
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
-
+
// Get an additional sampler2D location to be enabled on drawing
int texBlueLoc = GetShaderLocation(shader, "texture1");
-
+
// Get shader uniform for divider
int dividerLoc = GetShaderLocation(shader, "divider");
float dividerValue = 0.5f;
@@ -60,34 +60,34 @@ int main(void)
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f;
else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f;
-
+
if (dividerValue < 0.0f) dividerValue = 0.0f;
else if (dividerValue > 1.0f) dividerValue = 1.0f;
-
+
SetShaderValue(shader, dividerLoc, &dividerValue, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
-
+
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
-
+
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
-
+
// WARNING: Additional samplers are enabled for all draw calls in the batch,
// EndShaderMode() forces batch drawing and consequently resets active textures
// to let other sampler2D to be activated on consequent drawings (if required)
SetShaderValueTexture(shader, texBlueLoc, texBlue);
-
+
// We are drawing texRed using default sampler2D texture0 but
// an additional texture units is enabled for texBlue (sampler2D texture1)
DrawTexture(texRed, 0, 0, WHITE);
-
+
EndShaderMode();
-
+
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
-
+
EndDrawing();
//----------------------------------------------------------------------------------
}