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authorRay <[email protected]>2021-03-14 11:05:51 +0100
committerRay <[email protected]>2021-03-14 11:05:51 +0100
commit01e28263be9869b28acae5cf1128472269626edb (patch)
tree7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/shaders/shaders_texture_waves.c
parent75038baf716a79606e86d46dad9d527bbb65628a (diff)
downloadraylib-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_texture_waves.c')
-rw-r--r--examples/shaders/shaders_texture_waves.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c
index ca41620e..23c50281 100644
--- a/examples/shaders/shaders_texture_waves.c
+++ b/examples/shaders/shaders_texture_waves.c
@@ -58,13 +58,13 @@ int main(void)
float speedY = 8.0f;
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
- SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
- SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
- SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
- SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
- SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
- SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
- SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
+ SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
+ SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, ampXLoc, &ampX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, ampYLoc, &ampY, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
float seconds = 0.0f;
@@ -78,7 +78,7 @@ int main(void)
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
- SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
+ SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw