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Corrected some issues on OpenGL ES

raysan5 9 years ago
parent
commit
3876f19d6a

+ 3 - 2
examples/Makefile

@@ -120,8 +120,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
         # libraries for Debian GNU/Linux desktop compiling
         # requires the following packages:
         # libglfw3-dev libopenal-dev libegl1-mesa-dev
-        LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-               -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+        LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
+        # on XWindow could require also below libraries, just uncomment
+        #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
     else
     ifeq ($(PLATFORM_OS),OSX)
         # libraries for OS X 10.9 desktop compiling

+ 1 - 1
examples/models_obj_loading.c

@@ -49,7 +49,7 @@ int main()
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
-                DrawGrid(10, 1.0f);        // Draw a grid
+                DrawGrid(10, 1.0f);         // Draw a grid
 
                 DrawGizmo(position);        // Draw gizmo
 

+ 2 - 2
examples/resources/shaders/glsl100/grayscale.fs

@@ -8,14 +8,14 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 
 void main()
 {
     // Texel color fetching from texture sampler
-    vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
+    vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
     
     // Convert texel color to grayscale using NTSC conversion weights
     float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));

+ 4 - 4
examples/resources/shaders/glsl100/swirl.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 
@@ -18,7 +18,7 @@ const float renderHeight = 480.0;     // Use uniforms instead...
 float radius = 250.0;
 float angle = 0.8;
 
-uniform vec2 center = vec2(200.0, 200.0);
+uniform vec2 center;
 
 void main()
 {
@@ -39,7 +39,7 @@ void main()
     }
 
     tc += center;
-    vec3 color = texture2D(texture0, tc/texSize).rgb;
+    vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
 
-    gl_FragColor = vec4(color, 1.0);;
+    gl_FragColor = vec4(color.rgb, 1.0);;
 }

+ 3 - 3
examples/resources/shaders/glsl330/swirl.fs

@@ -6,7 +6,7 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;
@@ -40,7 +40,7 @@ void main()
     }
 
     tc += center;
-    vec3 color = texture(texture0, tc/texSize).rgb;
+    vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
 
-    finalColor = vec4(color, 1.0);;
+    finalColor = vec4(color.rgb, 1.0);;
 }