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authorRay <[email protected]>2018-12-18 17:22:13 +0100
committerRay <[email protected]>2018-12-18 17:22:13 +0100
commit8f95518858545ffb9c9ddc49bbb638385cb37503 (patch)
treea036fb3e20ce9dd994e46f6cb4bf1a2b2460eac1 /examples/shaders
parentdb96cf4a8ba87f10c3f0bb1043f846f2233dba03 (diff)
downloadraylib-8f95518858545ffb9c9ddc49bbb638385cb37503.tar.gz
raylib-8f95518858545ffb9c9ddc49bbb638385cb37503.zip
Reviewed some examples to work on RPI
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_custom_uniform.c13
-rw-r--r--examples/shaders/shaders_model_shader.c12
-rw-r--r--examples/shaders/shaders_shapes_textures.c13
3 files changed, 30 insertions, 8 deletions
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index f898ac78..de76a376 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.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
@@ -41,10 +47,11 @@ int main()
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/swirl.fs"); // Load postpro shader
+ // 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));
// 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_model_shader.c b/examples/shaders/shaders_model_shader.c
index e80d1fdc..6c64f0ef 100644
--- a/examples/shaders/shaders_model_shader.c
+++ b/examples/shaders/shaders_model_shader.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
@@ -39,8 +45,10 @@ int main()
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
- Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/grayscale.fs"); // Load model shader
+
+ // 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));
model.material.shader = shader; // Set shader effect to 3d model
model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
diff --git a/examples/shaders/shaders_shapes_textures.c b/examples/shaders/shaders_shapes_textures.c
index e8c36a19..5ee5d560 100644
--- a/examples/shaders/shaders_shapes_textures.c
+++ b/examples/shaders/shaders_shapes_textures.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
@@ -29,9 +35,10 @@ int main()
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
- // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
- Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
- "resources/shaders/glsl330/grayscale.fs");
+ // 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));
SetTargetFPS(60);
//--------------------------------------------------------------------------------------