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| author | victorfisac <[email protected]> | 2018-03-10 19:10:37 +0100 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2018-03-10 19:10:37 +0100 |
| commit | 8f1d6f38506ff6449866913c6d88b0f25ca2d8f4 (patch) | |
| tree | 659719ef12dbdedd9a51c85af0e43ac327c84b40 /examples/shaders/shaders_postprocessing.c | |
| parent | dd50348b4dffe59be03538bdbaf2a3d084426e1f (diff) | |
| parent | df50eada531b54d6771eff81cbe140f9453d54d9 (diff) | |
| download | raylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.tar.gz raylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.zip | |
Merge branch 'master' of github.com:raysan5/raylib into fork/master
Diffstat (limited to 'examples/shaders/shaders_postprocessing.c')
| -rw-r--r-- | examples/shaders/shaders_postprocessing.c | 31 |
1 files changed, 15 insertions, 16 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index ae77a723..b8b5f6ae 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -20,10 +20,8 @@ #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 - #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs" #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 - #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs" #endif #define MAX_POSTPRO_SHADERS 12 @@ -76,7 +74,7 @@ int main() Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) - dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture + dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -85,18 +83,19 @@ int main() // NOTE 2: We load the correct shader depending on GLSL version Shader shaders[MAX_POSTPRO_SHADERS]; - shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); - shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); - shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); - shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); - shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); - shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); - shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); - shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); - shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); - shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); - shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); - shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); + // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader + shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); + shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); + shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); + shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); + shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); + shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); + shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); + shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); + shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); + shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); + shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); int currentShader = FX_GRAYSCALE; @@ -177,4 +176,4 @@ int main() //-------------------------------------------------------------------------------------- return 0; -}
\ No newline at end of file +} |
