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authorRay <[email protected]>2019-05-14 00:08:21 +0200
committerRay <[email protected]>2019-05-14 00:08:21 +0200
commit2edec8ae288ba70630021b330fe61c9005bc03d9 (patch)
tree863777cc9797628ef232a106b11b1fd2837c0db5 /examples/shaders/shaders_raymarching.c
parent6f7b721d81c46718ae522e4a05e16c93711faefb (diff)
downloadraylib-2edec8ae288ba70630021b330fe61c9005bc03d9.tar.gz
raylib-2edec8ae288ba70630021b330fe61c9005bc03d9.zip
Some example tweaks
Diffstat (limited to 'examples/shaders/shaders_raymarching.c')
-rw-r--r--examples/shaders/shaders_raymarching.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c
index e5c58a1d..f68222b5 100644
--- a/examples/shaders/shaders_raymarching.c
+++ b/examples/shaders/shaders_raymarching.c
@@ -18,6 +18,12 @@
#include "raylib.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
int main()
{
// Initialization
@@ -37,7 +43,7 @@ int main()
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs");
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
// Get shader locations for required uniforms
int viewEyeLoc = GetShaderLocation(shader, "viewEye");