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Renamed shaders for consistency
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@@ -58,7 +58,7 @@ int main(void)
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth shader and get depth texture shader location
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// Load depth shader and get depth texture shader location
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.fs", GLSL_VERSION));
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int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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@@ -60,7 +60,7 @@ int main(void)
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// Load depth writting shader
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// Load depth writting shader
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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