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| author | Ray <[email protected]> | 2021-07-23 18:16:08 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-07-23 18:16:08 +0200 |
| commit | 0fa295c72ddaff928dc883bb29b785d8be063154 (patch) | |
| tree | d3a2d010d36ccac4ec37a76bec06d571705296a2 /examples | |
| parent | 4a01139c8d87584b7d62a2c7d60b151d6be5ee9c (diff) | |
| download | raylib-0fa295c72ddaff928dc883bb29b785d8be063154.tar.gz raylib-0fa295c72ddaff928dc883bb29b785d8be063154.zip | |
Review formating to follow raylib style conventions
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders/shaders_shapes_outline.c | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c index 591feb6a..d70f7645 100644 --- a/examples/shaders/shaders_shapes_outline.c +++ b/examples/shaders/shaders_shapes_outline.c @@ -1,7 +1,7 @@ /******************************************************************************************* * -* raylib [shaders] example - Apply an outline to a texture -* +* raylib [shaders] example - Apply an shdrOutline to a texture +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -31,15 +31,15 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture"); - Texture2D egg = LoadTexture("resources/egg.png"); - Texture2D torus = LoadTexture("resources/torus.png"); - Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); + Texture2D egg = LoadTexture("resources/egg.png"); + Texture2D torus = LoadTexture("resources/torus.png"); + Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/shdrOutline.fs", GLSL_VERSION)); - float oScale = 16.0; - float tScale[2] = { 16.0f*4, 16.0f*4 }; - SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, SHADER_UNIFORM_VEC2); + float outlineScale = 16.0f; + float textureScale[2] = { 16.0f*4, 16.0f*4 }; + SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -58,12 +58,12 @@ int main(void) ClearBackground(RAYWHITE); - BeginShaderMode(outline); - DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE); - DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE); + BeginShaderMode(shdrOutline); + DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE); + DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE); EndShaderMode(); - DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); + DrawText("Shader-based shdrOutlines for textures", 190, 200, 20, LIGHTGRAY); DrawFPS(710, 10); @@ -73,9 +73,9 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - UnloadTexture(egg); - UnloadTexture(torus); - UnloadShader(outline); + UnloadTexture(egg); + UnloadTexture(torus); + UnloadShader(shdrOutline); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
