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| author | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
| commit | 01e28263be9869b28acae5cf1128472269626edb (patch) | |
| tree | 7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/shaders/shaders_raymarching.c | |
| parent | 75038baf716a79606e86d46dad9d527bbb65628a (diff) | |
| download | raylib-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_raymarching.c')
| -rw-r--r-- | examples/shaders/shaders_raymarching.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index e9ab3f14..0db1cf5a 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -49,7 +49,7 @@ int main(void) int resolutionLoc = GetShaderLocation(shader, "resolution"); float resolution[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); float runTime = 0.0f; @@ -70,9 +70,9 @@ int main(void) runTime += deltaTime; // Set shader required uniform values - SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3); - SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3); - SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT); + SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT); // Check if screen is resized if (IsWindowResized()) @@ -80,7 +80,7 @@ int main(void) screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); float resolution[2] = { (float)screenWidth, (float)screenHeight }; - SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2); + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); } //---------------------------------------------------------------------------------- |
