Renamed shaders for consistency

This commit is contained in:
Ray
2025-09-13 10:44:12 +02:00
parent f711c98bd6
commit 3148206758
8 changed files with 2 additions and 2 deletions

View File

@@ -58,7 +58,7 @@ int main(void)
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight); RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Load depth shader and get depth texture shader location // 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 depthLoc = GetShaderLocation(depthShader, "depthTexture");
int flipTextureLoc = GetShaderLocation(depthShader, "flipY"); int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture

View File

@@ -60,7 +60,7 @@ int main(void)
// Load depth writting shader // Load depth writting shader
// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;` // 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 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------