From 314820675843f52ead4292d25e86896eb4ebb3bf Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 13 Sep 2025 10:44:12 +0200 Subject: [PATCH] Renamed shaders for consistency --- .../resources/shaders/glsl100/{depth.fs => depth_render.fs} | 0 .../shaders/glsl100/{write_depth.fs => depth_write.fs} | 0 .../resources/shaders/glsl120/{depth.fs => depth_render.fs} | 0 .../shaders/glsl120/{write_depth.fs => depth_write.fs} | 0 .../resources/shaders/glsl330/{depth.fs => depth_render.fs} | 0 .../shaders/glsl330/{write_depth.fs => depth_write.fs} | 0 examples/shaders/shaders_depth_rendering.c | 2 +- examples/shaders/shaders_depth_writing.c | 2 +- 8 files changed, 2 insertions(+), 2 deletions(-) rename examples/shaders/resources/shaders/glsl100/{depth.fs => depth_render.fs} (100%) rename examples/shaders/resources/shaders/glsl100/{write_depth.fs => depth_write.fs} (100%) rename examples/shaders/resources/shaders/glsl120/{depth.fs => depth_render.fs} (100%) rename examples/shaders/resources/shaders/glsl120/{write_depth.fs => depth_write.fs} (100%) rename examples/shaders/resources/shaders/glsl330/{depth.fs => depth_render.fs} (100%) rename examples/shaders/resources/shaders/glsl330/{write_depth.fs => depth_write.fs} (100%) diff --git a/examples/shaders/resources/shaders/glsl100/depth.fs b/examples/shaders/resources/shaders/glsl100/depth_render.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl100/depth.fs rename to examples/shaders/resources/shaders/glsl100/depth_render.fs diff --git a/examples/shaders/resources/shaders/glsl100/write_depth.fs b/examples/shaders/resources/shaders/glsl100/depth_write.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl100/write_depth.fs rename to examples/shaders/resources/shaders/glsl100/depth_write.fs diff --git a/examples/shaders/resources/shaders/glsl120/depth.fs b/examples/shaders/resources/shaders/glsl120/depth_render.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl120/depth.fs rename to examples/shaders/resources/shaders/glsl120/depth_render.fs diff --git a/examples/shaders/resources/shaders/glsl120/write_depth.fs b/examples/shaders/resources/shaders/glsl120/depth_write.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl120/write_depth.fs rename to examples/shaders/resources/shaders/glsl120/depth_write.fs diff --git a/examples/shaders/resources/shaders/glsl330/depth.fs b/examples/shaders/resources/shaders/glsl330/depth_render.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl330/depth.fs rename to examples/shaders/resources/shaders/glsl330/depth_render.fs diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/depth_write.fs similarity index 100% rename from examples/shaders/resources/shaders/glsl330/write_depth.fs rename to examples/shaders/resources/shaders/glsl330/depth_write.fs diff --git a/examples/shaders/shaders_depth_rendering.c b/examples/shaders/shaders_depth_rendering.c index 0e69dba88..866135020 100644 --- a/examples/shaders/shaders_depth_rendering.c +++ b/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 diff --git a/examples/shaders/shaders_depth_writing.c b/examples/shaders/shaders_depth_writing.c index 6934dc2c0..e1112e9c2 100644 --- a/examples/shaders/shaders_depth_writing.c +++ b/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 //--------------------------------------------------------------------------------------