diff options
| author | raysan5 <[email protected]> | 2020-08-16 11:28:15 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-08-16 11:28:15 +0200 |
| commit | c32ae480afd196d88acdfdb52d5261a61e0deb08 (patch) | |
| tree | f34f662f64424cbade1678c07934b9c12455d68d /examples/shaders | |
| parent | 26f6a64a39671487f5d1eeeffe7fce6538669051 (diff) | |
| download | raylib-c32ae480afd196d88acdfdb52d5261a61e0deb08.tar.gz raylib-c32ae480afd196d88acdfdb52d5261a61e0deb08.zip | |
RENAMED: FormatText() -> TextFormat()
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/shaders_basic_lighting.c | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_custom_uniform.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_eratosthenes.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_fog.c | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_hot_reloading.c | 10 | ||||
| -rw-r--r-- | examples/shaders/shaders_julia_set.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_model_shader.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_palette_switch.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_postprocessing.c | 24 | ||||
| -rw-r--r-- | examples/shaders/shaders_raymarching.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_shapes_textures.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_simple_mask.c | 6 | ||||
| -rw-r--r-- | examples/shaders/shaders_spotlight.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_texture_drawing.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_texture_waves.c | 2 |
15 files changed, 34 insertions, 34 deletions
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index 21883efa..95df69c2 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -69,8 +69,8 @@ int main(void) modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; - Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 1c82bba2..2e46bc13 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -51,7 +51,7 @@ int main(void) // Load postprocessing shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION)); // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c index 068fc26c..3bd83d0f 100644 --- a/examples/shaders/shaders_eratosthenes.c +++ b/examples/shaders/shaders_eratosthenes.c @@ -44,7 +44,7 @@ int main(void) // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c index 53fd9407..35f0a9e7 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog.c @@ -67,8 +67,8 @@ int main(void) modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms - Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); diff --git a/examples/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c index dcd3f801..fb645c86 100644 --- a/examples/shaders/shaders_hot_reloading.c +++ b/examples/shaders/shaders_hot_reloading.c @@ -32,11 +32,11 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading"); const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs"; - long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); + long fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); // Get shader locations for required uniforms int resolutionLoc = GetShaderLocation(shader, "resolution"); @@ -68,13 +68,13 @@ int main(void) // Hot shader reloading if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) { - long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION)); + long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); // Check if shader file has been modified if (currentFragShaderModTime != fragShaderFileModTime) { // Try reloading updated shader - Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION)); + Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded { @@ -108,7 +108,7 @@ int main(void) DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); EndShaderMode(); - DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", + DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK); if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK); diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index e64b622b..91067a10 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -46,7 +46,7 @@ int main(void) // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); // c constant to use in z^2 + c float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 8224a337..4a2d6912 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -48,7 +48,7 @@ int main(void) // Load shader for model // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); model.materials[0].shader = shader; // Set shader effect to 3d model model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index 6bc27827..0f6055bc 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -81,7 +81,7 @@ int main(void) // Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index ed9da8bb..931c3a87 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -84,18 +84,18 @@ int main(void) Shader shaders[MAX_POSTPRO_SHADERS] = { 0 }; // 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)); + shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); + shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); + shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); + shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); + shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); + shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); + shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); + shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); + shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); + shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); + shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); int currentShader = FX_GRAYSCALE; diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 5d297e36..e9ab3f14 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -40,7 +40,7 @@ int main(void) // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); // Get shader locations for required uniforms int viewEyeLoc = GetShaderLocation(shader, "viewEye"); diff --git a/examples/shaders/shaders_shapes_textures.c b/examples/shaders/shaders_shapes_textures.c index cf53bf99..4d4c964c 100644 --- a/examples/shaders/shaders_shapes_textures.c +++ b/examples/shaders/shaders_shapes_textures.c @@ -38,7 +38,7 @@ int main(void) // Load shader to be used on some parts drawing // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index 88163b34..b24d7216 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -56,7 +56,7 @@ int main(void) Model model3 = LoadModelFromMesh(sphere); // Load the shader - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); // Load and apply the diffuse texture (colour map) Texture texDiffuse = LoadTexture("resources/plasma.png"); @@ -118,8 +118,8 @@ int main(void) EndMode3D(); - DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE); - DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE); + DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE); + DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE); DrawFPS(10, 10); diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 6d1d5bae..d2394b4f 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -93,7 +93,7 @@ int main(void) // Use default vert shader - Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); + Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); // Get the locations of spots in the shader Spot spots[MAXSPOT]; diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index 697000bc..c5a33263 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -35,7 +35,7 @@ int main(void) UnloadImage(imBlank); // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); float time = 0.0f; int timeLoc = GetShaderLocation(shader, "uTime"); diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index c0450361..ca41620e 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -39,7 +39,7 @@ int main(void) Texture2D texture = LoadTexture("resources/space.png"); // Load shader and setup location points and values - Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); int secondsLoc = GetShaderLocation(shader, "secondes"); int freqXLoc = GetShaderLocation(shader, "freqX"); |
