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Renamed shaders for consistency

Ray 3 months ago
parent
commit
3148206758

+ 0 - 0
examples/shaders/resources/shaders/glsl100/depth.fs → examples/shaders/resources/shaders/glsl100/depth_render.fs


+ 0 - 0
examples/shaders/resources/shaders/glsl100/write_depth.fs → examples/shaders/resources/shaders/glsl100/depth_write.fs


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examples/shaders/resources/shaders/glsl120/depth.fs → examples/shaders/resources/shaders/glsl120/depth_render.fs


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examples/shaders/resources/shaders/glsl120/write_depth.fs → examples/shaders/resources/shaders/glsl120/depth_write.fs


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examples/shaders/resources/shaders/glsl330/depth.fs → examples/shaders/resources/shaders/glsl330/depth_render.fs


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examples/shaders/resources/shaders/glsl330/write_depth.fs → examples/shaders/resources/shaders/glsl330/depth_write.fs


+ 1 - 1
examples/shaders/shaders_depth_rendering.c

@@ -58,7 +58,7 @@ int main(void)
     RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
 
     // Load depth shader and get depth texture shader location
-    Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
+    Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.fs", GLSL_VERSION));
     int depthLoc = GetShaderLocation(depthShader, "depthTexture");
     int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
     SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture

+ 1 - 1
examples/shaders/shaders_depth_writing.c

@@ -60,7 +60,7 @@ int main(void)
 
     // Load depth writting shader
     // NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
-    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
+    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION));
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------