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-rw-r--r--examples/shaders/shaders_shapes_outline.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c
index d70f7645..3f02230e 100644
--- a/examples/shaders/shaders_shapes_outline.c
+++ b/examples/shaders/shaders_shapes_outline.c
@@ -1,7 +1,7 @@
/*******************************************************************************************
*
* 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.
*
@@ -9,7 +9,7 @@
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
+*
* Example contributed by Samuel Skiff (@GoldenThumbs)
*
* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
@@ -31,11 +31,11 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture");
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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));
+ Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
float outlineScale = 16.0f;
float textureScale[2] = { 16.0f*4, 16.0f*4 };