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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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-* raylib [textures] example - Shader texture drawing
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+* raylib [textures] example - Texture drawing
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*
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*
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* This example illustrates how to draw on a blank texture using a shader
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* This example illustrates how to draw on a blank texture using a shader
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*
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*
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@@ -13,6 +13,12 @@
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#include "raylib.h"
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#include "raylib.h"
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+#if defined(PLATFORM_DESKTOP)
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+ #define GLSL_VERSION 330
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+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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+ #define GLSL_VERSION 100
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+#endif
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+
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int main()
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int main()
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{
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{
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// Initialization
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// Initialization
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@@ -20,14 +26,14 @@ int main()
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int screenWidth = 800;
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int screenWidth = 800;
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int screenHeight = 450;
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int screenHeight = 450;
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- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing");
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+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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UnloadImage(imBlank);
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UnloadImage(imBlank);
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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- Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs");
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+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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float time = 0.0f;
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float time = 0.0f;
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int timeLoc = GetShaderLocation(shader, "uTime");
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int timeLoc = GetShaderLocation(shader, "uTime");
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