Selaa lähdekoodia

Fixed resource paths.

Brucey 5 vuotta sitten
vanhempi
commit
680f89cded

+ 1 - 1
examples/audio/audio_module_playing.bmx

@@ -34,7 +34,7 @@ While i >= 0
 	i :- 1
 Wend
 
-Local music:RMusic = LoadMusicStream("../../raylib/examples/audio/resources/mini1111.xm")
+Local music:RMusic = LoadMusicStream("../../lib.mod/raylib/examples/audio/resources/mini1111.xm")
 
 PlayMusicStream(music)
 

+ 2 - 2
examples/audio/audio_multichannel_sound.bmx

@@ -12,8 +12,8 @@ InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sou
 
 InitAudioDevice()      ' Initialize audio device
 
-Local fxWav:RSound = LoadSound("../../raylib/examples/audio/resources/sound.wav")         ' Load WAV audio file
-Local fxOgg:RSound = LoadSound("../../raylib/examples/audio/resources/tanatana.ogg")      ' Load OGG audio file
+Local fxWav:RSound = LoadSound("../../lib.mod/raylib/examples/audio/resources/sound.wav")         ' Load WAV audio file
+Local fxOgg:RSound = LoadSound("../../lib.mod/raylib/examples/audio/resources/tanatana.ogg")      ' Load OGG audio file
 
 SetSoundVolume(fxWav, 0.2)
 

+ 1 - 1
examples/audio/audio_music_stream.bmx

@@ -12,7 +12,7 @@ InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (s
 
 InitAudioDevice()              ' Initialize audio device
 
-Local music:RMusic = LoadMusicStream("../../raylib/examples/audio/resources/guitar_noodling.ogg")
+Local music:RMusic = LoadMusicStream("../../lib.mod/raylib/examples/audio/resources/guitar_noodling.ogg")
 
 PlayMusicStream(music)
 

+ 2 - 2
examples/audio/audio_sound_loading.bmx

@@ -12,8 +12,8 @@ InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading an
 
 InitAudioDevice()      ' Initialize audio device
 
-Local fxWav:RSound = LoadSound("../../raylib/examples/audio/resources/sound.wav")         ' Load WAV audio file
-Local fxOgg:RSound = LoadSound("../../raylib/examples/audio/resources/tanatana.ogg")      ' Load OGG audio file
+Local fxWav:RSound = LoadSound("../../lib.mod/raylib/examples/audio/resources/sound.wav")         ' Load WAV audio file
+Local fxOgg:RSound = LoadSound("../../lib.mod/raylib/examples/audio/resources/tanatana.ogg")      ' Load OGG audio file
 
 SetTargetFPS(60)               ' Set our game to run at 60 frames-per-second
 '--------------------------------------------------------------------------------------

+ 3 - 3
examples/models/models_animation.bmx

@@ -18,15 +18,15 @@ camera.fovy = 45.0                                ' Camera field-of-view Y
 camera.cameraType = CAMERA_PERSPECTIVE                   ' Camera mode type
 
 
-Local model:RModel = LoadModel("../../raylib/examples/models/resources/guy/guy.iqm")               ' Load the animated model mesh and basic data
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/models/resources/guy/guytex.png")    ' Load model texture and set material
+Local model:RModel = LoadModel("../../lib.mod/raylib/examples/models/resources/guy/guy.iqm")               ' Load the animated model mesh and basic data
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/guy/guytex.png")    ' Load model texture and set material
 SetMaterialTexture(model.materials[0], MAP_DIFFUSE, texture)  ' Set model material map texture
 
 Local position:RVector3            ' Set model position
 
 ' Load animation data
 Local animsCount:Int = 0
-Local anims:RModelAnimation Ptr = LoadModelAnimations("../../raylib/examples/models/resources/guy/guyanim.iqm", animsCount)
+Local anims:RModelAnimation Ptr = LoadModelAnimations("../../lib.mod/raylib/examples/models/resources/guy/guyanim.iqm", animsCount)
 Local animFrameCounter:Int = 0
 
 SetCameraMode(camera, CAMERA_FREE) ' Set free camera mode

+ 1 - 1
examples/models/models_billboard.bmx

@@ -17,7 +17,7 @@ camera.up = New RVector3(0.0, 1.0, 0.0)
 camera.fovy = 45.0
 camera.cameraType = CAMERA_PERSPECTIVE
 
-Local bill:RTexture2D = LoadTexture("../../raylib/examples/models/resources/billboard.png")     ' Our texture billboard
+Local bill:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/billboard.png")     ' Our texture billboard
 Local billPosition:RVector3 = New RVector3(0.0, 2.0, 0.0)                 ' Position where draw billboard
 
 SetCameraMode(camera, CAMERA_ORBITAL)  ' Set an orbital camera mode

+ 2 - 2
examples/models/models_cubicmap.bmx

@@ -12,14 +12,14 @@ InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loadin
 ' Define the camera to look into our 3d world
 Local camera:RCamera = New RCamera(New RVector3(16.0, 14.0, 16.0), New RVector3(0.0, 0.0, 0.0), New RVector3(0.0, 1.0, 0.0), 45.0, 0)
 
-Local image:RImage = LoadImage("../../raylib/examples/models/resources/cubicmap.png")      ' Load cubicmap image (RAM)
+Local image:RImage = LoadImage("../../lib.mod/raylib/examples/models/resources/cubicmap.png")      ' Load cubicmap image (RAM)
 Local cubicmap:RTexture2D = LoadTextureFromImage(image)       ' Convert image to texture to display (VRAM)
 
 Local mesh:RMesh = GenMeshCubicmap(image, New RVector3(1.0, 1.0, 1.0))
 Local model:RModel = LoadModelFromMesh(mesh)
 
 ' NOTE: By default each cube is mapped to one part of texture atlas
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/models/resources/cubicmap_atlas.png")    ' Load map texture
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/cubicmap_atlas.png")    ' Load map texture
 model.materials[0].maps[MAP_DIFFUSE].texture = texture             ' Set map diffuse texture
 
 Local mapPosition:RVector3 = New RVector3(-16.0, 0.0, -8.0)          ' Set model position

+ 2 - 2
examples/models/models_first_person_maze.bmx

@@ -12,13 +12,13 @@ InitWindow(screenWidth, screenHeight, "raylib [models] example - first person ma
 ' Define the camera to look into our 3d world
 Local camera:RCamera = New RCamera( New RVector3(0.2, 0.4, 0.2), New RVector3(0.0, 0.0, 0.0), New RVector3(0.0, 1.0, 0.0), 45.0, 0 )
 
-Local imMap:RImage = LoadImage("../../raylib/examples/models/resources/cubicmap.png")      ' Load cubicmap image (RAM)
+Local imMap:RImage = LoadImage("../../lib.mod/raylib/examples/models/resources/cubicmap.png")      ' Load cubicmap image (RAM)
 Local cubicmap:RTexture2D = LoadTextureFromImage(imMap)       ' Convert image to texture to display (VRAM)
 Local mesh:RMesh = GenMeshCubicmap(imMap, New RVector3(1.0, 1.0, 1.0))
 Local model:RModel = LoadModelFromMesh(mesh)
 
 ' NOTE: By default each cube is mapped to one part of texture atlas
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/models/resources/cubicmap_atlas.png")    ' Load map texture
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/cubicmap_atlas.png")    ' Load map texture
 model.materials[0].maps[MAP_DIFFUSE].texture = texture             ' Set map diffuse texture
 
 ' Get map image data to be used for collision detection

+ 1 - 1
examples/models/models_heightmap.bmx

@@ -12,7 +12,7 @@ InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loadi
 ' Define our custom camera to look into our 3d world
 Local camera:RCamera = New RCamera(New RVector3(18.0, 18.0, 18.0), New RVector3(0.0, 0.0, 0.0), New RVector3(0.0, 1.0, 0.0), 45.0, 0)
 
-Local image:RImage = LoadImage("../../raylib/examples/models/resources/heightmap.png")             ' Load heightmap image (RAM)
+Local image:RImage = LoadImage("../../lib.mod/raylib/examples/models/resources/heightmap.png")             ' Load heightmap image (RAM)
 Local texture:RTexture2D = LoadTextureFromImage(image)                ' Convert image to texture (VRAM)
 
 Local mesh:RMesh = GenMeshHeightmap(image, New RVector3(16, 8, 16))    ' Generate heightmap mesh (RAM and VRAM)

+ 6 - 6
examples/models/models_yaw_pitch_roll.bmx

@@ -13,16 +13,16 @@ Const screenHeight:Int = 450
 
 InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)")
 
-Local texAngleGauge:RTexture2D = LoadTexture("../../raylib/examples/models/resources/angle_gauge.png")
-Local texBackground:RTexture2D = LoadTexture("../../raylib/examples/models/resources/background.png")
-Local texPitch:RTexture2D = LoadTexture("../../raylib/examples/models/resources/pitch.png")
-Local texPlane:RTexture2D = LoadTexture("../../raylib/examples/models/resources/plane.png")
+Local texAngleGauge:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/angle_gauge.png")
+Local texBackground:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/background.png")
+Local texPitch:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/pitch.png")
+Local texPlane:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/models/resources/plane.png")
 
 Local framebuffer:RRenderTexture2D = LoadRenderTexture(192, 192)
 
 ' Model loading
-Local model:RModel = LoadModel("../../raylib/examples/models/resources/plane.obj")     ' Load OBJ model
-model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("../../raylib/examples/models/resources/plane_diffuse.png") ' Set map diffuse texture
+Local model:RModel = LoadModel("../../lib.mod/raylib/examples/models/resources/plane.obj")     ' Load OBJ model
+model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("../../lib.mod/raylib/examples/models/resources/plane_diffuse.png") ' Set map diffuse texture
 
 GenTextureMipmaps(model.materials[0].maps[MAP_DIFFUSE].texture)
 

+ 3 - 3
examples/shaders/shaders_custom_uniform.bmx

@@ -25,15 +25,15 @@ camera.up = New RVector3(0.0, 1.0, 0.0)
 camera.fovy = 45.0
 camera.cameraType = CAMERA_PERSPECTIVE
 
-Local model:RModel = LoadModel("../../raylib/examples/shaders/resources/models/barracks.obj")                   ' Load OBJ model
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/models/barracks_diffuse.png")   ' Load model texture (diffuse map)
+Local model:RModel = LoadModel("../../lib.mod/raylib/examples/shaders/resources/models/barracks.obj")                   ' Load OBJ model
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/models/barracks_diffuse.png")   ' Load model texture (diffuse map)
 model.materials[0].maps[MAP_DIFFUSE].texture = texture                     ' Set model diffuse texture
 
 Local position:RVector3                                    ' Set model position
 
 ' Load postprocessing shader
 ' NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/swirl.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/swirl.fs")
 
 ' 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

+ 1 - 1
examples/shaders/shaders_eratosthenes.bmx

@@ -19,7 +19,7 @@ Local target:RRenderTexture2D = LoadRenderTexture(screenWidth, screenHeight)
 
 ' Load Eratosthenes shader
 ' NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/eratosthenes.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/eratosthenes.fs")
 
 SetTargetFPS(60)               ' Set our game to run at 60 frames-per-second
 '--------------------------------------------------------------------------------------

+ 1 - 1
examples/shaders/shaders_julia_set.bmx

@@ -26,7 +26,7 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets")
 
 ' Load julia set shader
 ' NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/julia_set.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/julia_set.fs")
 
 ' c constant to use in z^2 + c
 Local c:Float[] = [POINTS_OF_INTEREST[0], POINTS_OF_INTEREST[1]]

+ 3 - 3
examples/shaders/shaders_model_shader.bmx

@@ -25,12 +25,12 @@ camera.up = New RVector3(0.0, 1.0, 0.0)
 camera.fovy = 45.0
 camera.cameraType = CAMERA_PERSPECTIVE
 
-Local model:RModel = LoadModel("../../raylib/examples/shaders/resources/models/watermill.obj")                   ' Load OBJ model
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/models/watermill_diffuse.png")   ' Load model texture
+Local model:RModel = LoadModel("../../lib.mod/raylib/examples/shaders/resources/models/watermill.obj")                   ' Load OBJ model
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/models/watermill_diffuse.png")   ' Load model texture
 
 ' Load shader for model
 ' NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl"  + GLSL_VERSION + "/grayscale.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl"  + GLSL_VERSION + "/grayscale.fs")
 
 model.materials[0].shader = shader                     ' Set shader effect to 3d model
 model.materials[0].maps[MAP_DIFFUSE].texture = texture ' Bind texture to model

+ 1 - 1
examples/shaders/shaders_palette_switch.bmx

@@ -62,7 +62,7 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette
 ' Load shader to be used on some parts drawing
 ' NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
 ' NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/palette_switch.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/palette_switch.fs")
 
 ' 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

+ 14 - 14
examples/shaders/shaders_postprocessing.bmx

@@ -39,8 +39,8 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing
 ' Define the camera to look into our 3d world
 Local camera:RCamera = New RCamera(New RVector3(2.0, 3.0, 2.0), New RVector3(0.0, 1.0, 0.0), New RVector3(0.0, 1.0, 0.0), 45.0, 0)
 
-Local model:RModel = LoadModel("../../raylib/examples/shaders/resources/models/church.obj")                 ' Load OBJ model
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/models/church_diffuse.png") ' Load model texture (diffuse map)
+Local model:RModel = LoadModel("../../lib.mod/raylib/examples/shaders/resources/models/church.obj")                 ' Load OBJ model
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/models/church_diffuse.png") ' Load model texture (diffuse map)
 model.materials[0].maps[MAP_DIFFUSE].texture = texture                     ' Set model diffuse texture
 
 Local position:RVector3 = New RVector3(0.0, 0.0, 0.0)                             ' Set model position
@@ -51,18 +51,18 @@ Local position:RVector3 = New RVector3(0.0, 0.0, 0.0)
 Local shaders:RShader[MAX_POSTPRO_SHADERS]
 
 ' NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-shaders[FX_GRAYSCALE] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/grayscale.fs")
-shaders[FX_POSTERIZATION] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/posterization.fs")
-shaders[FX_DREAM_VISION] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/dream_vision.fs")
-shaders[FX_PIXELIZER] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/pixelizer.fs")
-shaders[FX_CROSS_HATCHING] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/cross_hatching.fs")
-shaders[FX_CROSS_STITCHING] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/cross_stitching.fs")
-shaders[FX_PREDATOR_VIEW] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/predator.fs")
-shaders[FX_SCANLINES] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/scanlines.fs")
-shaders[FX_FISHEYE] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/fisheye.fs")
-shaders[FX_SOBEL] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/sobel.fs")
-shaders[FX_BLOOM] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/bloom.fs")
-shaders[FX_BLUR] = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/blur.fs")
+shaders[FX_GRAYSCALE] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/grayscale.fs")
+shaders[FX_POSTERIZATION] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/posterization.fs")
+shaders[FX_DREAM_VISION] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/dream_vision.fs")
+shaders[FX_PIXELIZER] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/pixelizer.fs")
+shaders[FX_CROSS_HATCHING] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/cross_hatching.fs")
+shaders[FX_CROSS_STITCHING] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/cross_stitching.fs")
+shaders[FX_PREDATOR_VIEW] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/predator.fs")
+shaders[FX_SCANLINES] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/scanlines.fs")
+shaders[FX_FISHEYE] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/fisheye.fs")
+shaders[FX_SOBEL] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/sobel.fs")
+shaders[FX_BLOOM] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/bloom.fs")
+shaders[FX_BLUR] = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/blur.fs")
 
 Local currentShader:Int = FX_GRAYSCALE
 

+ 1 - 1
examples/shaders/shaders_raymarching.bmx

@@ -26,7 +26,7 @@ SetCameraMode(camera, CAMERA_FREE)                 ' Set camera mode
 
 ' Load raymarching shader
 ' NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/raymarching.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/raymarching.fs")
 
 ' Get shader locations for required uniforms
 Local viewEyeLoc:Int = GetShaderLocation(shader, "viewEye")

+ 2 - 2
examples/shaders/shaders_shapes_textures.bmx

@@ -15,12 +15,12 @@ Const screenHeight:Int = 450
 
 InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders")
 
-Local fudesumi:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/fudesumi.png")
+Local fudesumi:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/fudesumi.png")
 
 ' Load shader to be used on some parts drawing
 ' NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
 ' NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/grayscale.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/grayscale.fs")
 
 SetTargetFPS(60)               ' Set our game to run at 60 frames-per-second
 '--------------------------------------------------------------------------------------

+ 3 - 3
examples/shaders/shaders_simple_mask.bmx

@@ -30,17 +30,17 @@ Local sphere:RMesh = GenMeshSphere(1, 16, 16)
 Local model3:RModel = LoadModelFromMesh(sphere)
 
 ' Load the shader
-Local shader:RShader = LoadShader("../../raylib/examples/shaders/resources/shaders/glsl330/mask.vs", "../../raylib/examples/shaders/resources/shaders/glsl330/mask.fs")
+Local shader:RShader = LoadShader("../../lib.mod/raylib/examples/shaders/resources/shaders/glsl330/mask.vs", "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl330/mask.fs")
 
 ' Load and apply the diffuse texture (colour map)
-Local texDiffuse:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/plasma.png")
+Local texDiffuse:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/plasma.png")
 model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse
 model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse
 
 ' Using MAP_EMISSION as a spare slot to use for 2nd texture
 ' NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or  MAP_CUBEMAP
 ' as they are bound as cube maps
-Local texMask:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/mask.png")
+Local texMask:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/mask.png")
 model1.materials[0].maps[MAP_EMISSION].texture = texMask
 model2.materials[0].maps[MAP_EMISSION].texture = texMask
 shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask")

+ 1 - 1
examples/shaders/shaders_texture_drawing.bmx

@@ -20,7 +20,7 @@ Local texture:RTexture2D = LoadTextureFromImage(imBlank)  ' Load blank texture t
 UnloadImage(imBlank)
 
 ' NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
-Local shader:RShader = LoadShader(0,"../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/cubes_panning.fs")
+Local shader:RShader = LoadShader(0,"../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/cubes_panning.fs")
 
 Local time:Float = 0.0
 Local timeLoc:Int = GetShaderLocation(shader, "uTime")

+ 2 - 2
examples/shaders/shaders_texture_waves.bmx

@@ -16,10 +16,10 @@ Const screenHeight:Int = 450
 InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves")
 
 ' Load texture texture to apply shaders
-Local texture:RTexture2D = LoadTexture("../../raylib/examples/shaders/resources/space.png")
+Local texture:RTexture2D = LoadTexture("../../lib.mod/raylib/examples/shaders/resources/space.png")
 
 ' Load shader and setup location points and values
-Local shader:RShader = LoadShader(0, "../../raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/wave.fs")
+Local shader:RShader = LoadShader(0, "../../lib.mod/raylib/examples/shaders/resources/shaders/glsl" + GLSL_VERSION + "/wave.fs")
 
 Local secondsLoc:Int = GetShaderLocation(shader, "secondes")
 Local freqXLoc:Int = GetShaderLocation(shader, "freqX")