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-rw-r--r--examples/shaders/shaders_eratosthenes.c32
1 files changed, 15 insertions, 17 deletions
diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c
index d5163a7f..65fd9f98 100644
--- a/examples/shaders/shaders_eratosthenes.c
+++ b/examples/shaders/shaders_eratosthenes.c
@@ -46,11 +46,11 @@ int main(void)
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@@ -59,35 +59,33 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
+ BeginTextureMode(target); // Enable drawing to texture
+ ClearBackground(BLACK); // Clear the render texture
- BeginTextureMode(target); // Enable drawing to texture
- ClearBackground(BLACK); // Clear the render texture
+ // Draw a rectangle in shader mode to be used as shader canvas
+ // NOTE: Rectangle uses font white character texture coordinates,
+ // so shader can not be applied here directly because input vertexTexCoord
+ // do not represent full screen coordinates (space where want to apply shader)
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
+ EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
- // Draw a rectangle in shader mode to be used as shader canvas
- // NOTE: Rectangle uses font white character texture coordinates,
- // so shader can not be applied here directly because input vertexTexCoord
- // do not represent full screen coordinates (space where want to apply shader)
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
- EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
+ BeginDrawing();
+ ClearBackground(RAYWHITE); // Clear screen background
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
-
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadShader(shader); // Unload shader
- UnloadRenderTexture(target); // Unload texture
+ UnloadShader(shader); // Unload shader
+ UnloadRenderTexture(target); // Unload render texture
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;