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authorraysan5 <[email protected]>2016-04-07 12:32:32 +0200
committerraysan5 <[email protected]>2016-04-07 12:32:32 +0200
commit1d545449bb19148b45d2d92f213e1001a8eb527c (patch)
tree3e9627f74717b957521202fb17c316e936301bbb /examples/shaders_custom_uniform.c
parent78b502b0bf1ee796d86837c611150ed5f8d58fd2 (diff)
downloadraylib-1d545449bb19148b45d2d92f213e1001a8eb527c.tar.gz
raylib-1d545449bb19148b45d2d92f213e1001a8eb527c.zip
Reviewed shaders and added comments
Diffstat (limited to 'examples/shaders_custom_uniform.c')
-rw-r--r--examples/shaders_custom_uniform.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c
index af59dc3c..ceaa86df 100644
--- a/examples/shaders_custom_uniform.c
+++ b/examples/shaders_custom_uniform.c
@@ -36,10 +36,10 @@ int main()
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
- 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/base.vs",
- "resources/shaders/swirl.fs"); // Load postpro shader
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/swirl.fs"); // Load postpro shader
// 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