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| author | Ray <[email protected]> | 2019-05-14 00:08:21 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-14 00:08:21 +0200 |
| commit | 2edec8ae288ba70630021b330fe61c9005bc03d9 (patch) | |
| tree | 863777cc9797628ef232a106b11b1fd2837c0db5 /examples/shaders/shaders_texture_drawing.c | |
| parent | 6f7b721d81c46718ae522e4a05e16c93711faefb (diff) | |
| download | raylib-2edec8ae288ba70630021b330fe61c9005bc03d9.tar.gz raylib-2edec8ae288ba70630021b330fe61c9005bc03d9.zip | |
Some example tweaks
Diffstat (limited to 'examples/shaders/shaders_texture_drawing.c')
| -rw-r--r-- | examples/shaders/shaders_texture_drawing.c | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index cb8a9c1e..f5758273 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - Shader texture drawing +* raylib [textures] example - Texture drawing * * This example illustrates how to draw on a blank texture using a shader * @@ -13,6 +13,12 @@ #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 @@ -20,14 +26,14 @@ int main() int screenWidth = 800; int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing"); Image imBlank = GenImageColor(1024, 1024, BLANK); Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader UnloadImage(imBlank); // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs"); + Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); float time = 0.0f; int timeLoc = GetShaderLocation(shader, "uTime"); |
