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Update shaders_multi_sample2d.c
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@@ -82,16 +82,18 @@ int main(void)
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BeginShaderMode(shader);
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BeginShaderMode(shader);
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// WARNING: Additional samplers are enabled for all draw calls in the batch,
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// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
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// EndShaderMode() forces batch drawing and consequently resets active textures
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// but EndShaderMode() forces batch drawing and resets active textures, this way
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// to let other sampler2D to be activated on consequent drawings (if required)
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// other textures (sampler2D) can be activated on consequent drawings (if required)
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// The downside of this approach is that SetShaderValue() must be called inside the loop,
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// to be set again after every EndShaderMode() reset
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SetShaderValueTexture(shader, texBlueLoc, texBlue);
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SetShaderValueTexture(shader, texBlueLoc, texBlue);
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// We are drawing texRed using default sampler2D texture0 but
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// We are drawing texRed using default [sampler2D texture0] but
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// an additional texture units is enabled for texBlue (sampler2D texture1)
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// an additional texture units is enabled for texBlue [sampler2D texture1]
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DrawTexture(texRed, 0, 0, WHITE);
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DrawTexture(texRed, 0, 0, WHITE);
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EndShaderMode();
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EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
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DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
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DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
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