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authorRay <[email protected]>2019-05-14 00:08:21 +0200
committerRay <[email protected]>2019-05-14 00:08:21 +0200
commit2edec8ae288ba70630021b330fe61c9005bc03d9 (patch)
tree863777cc9797628ef232a106b11b1fd2837c0db5 /examples
parent6f7b721d81c46718ae522e4a05e16c93711faefb (diff)
downloadraylib-2edec8ae288ba70630021b330fe61c9005bc03d9.tar.gz
raylib-2edec8ae288ba70630021b330fe61c9005bc03d9.zip
Some example tweaks
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/shaders_raymarching.c8
-rw-r--r--examples/shaders/shaders_texture_drawing.c12
2 files changed, 16 insertions, 4 deletions
diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c
index e5c58a1d..f68222b5 100644
--- a/examples/shaders/shaders_raymarching.c
+++ b/examples/shaders/shaders_raymarching.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
@@ -37,7 +43,7 @@ int main()
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
- Shader shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs");
+ Shader shader = LoadShader(0, FormatText("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_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c
index cb8a9c1e..f5758273 100644
--- a/examples/shaders/shaders_texture_drawing.c
+++ b/examples/shaders/shaders_texture_drawing.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [textures] example - Shader texture drawing
+* raylib [textures] example - Texture drawing
*
* This example illustrates how to draw on a blank texture using a shader
*
@@ -13,6 +13,12 @@
#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
@@ -20,14 +26,14 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing");
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
Image imBlank = GenImageColor(1024, 1024, BLANK);
Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
- Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs");
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
float time = 0.0f;
int timeLoc = GetShaderLocation(shader, "uTime");