diff --git a/examples/shaders/shaders_lights_bloom.c b/examples/shaders/shaders_lights_bloom.c index a5f85a27a..ba2dd0cc1 100644 --- a/examples/shaders/shaders_lights_bloom.c +++ b/examples/shaders/shaders_lights_bloom.c @@ -23,6 +23,7 @@ ********************************************************************************************/ #include "raylib.h" + #include "raymath.h" #include "rlgl.h" @@ -46,8 +47,8 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- - const int screenWidth = 1280; - const int screenHeight = 720; + const int screenWidth = 800; + const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom"); @@ -67,23 +68,12 @@ int main(void) // raylib was built against, linking fails and silently falls back to the default // shader - so this retries once with the other version, and either way the result // is checked explicitly and reported on screen rather than staying silently wrong - int glslVersion = GLSL_VERSION; - Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", glslVersion), - TextFormat("resources/shaders/glsl%i/lights_bloom.fs", glslVersion)); - Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", glslVersion)); - - if ((lightShader.id == rlGetShaderIdDefault()) || (bloomShader.id == rlGetShaderIdDefault())) - { - glslVersion = (glslVersion == 330)? 100 : 330; - UnloadShader(lightShader); - UnloadShader(bloomShader); - lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", glslVersion), - TextFormat("resources/shaders/glsl%i/lights_bloom.fs", glslVersion)); - bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", glslVersion)); - } - - bool shadersLoaded = (lightShader.id != rlGetShaderIdDefault()) && (bloomShader.id != rlGetShaderIdDefault()); + Shader lightShader = LoadShader(TextFormat("resources/shaders/glsl%i/lights_bloom.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/lights_bloom.fs", GLSL_VERSION)); + Shader bloomShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/lights_bloom_post.fs", GLSL_VERSION)); + // Load models from generated cube mesh and plane + // NOTE: Meshes are automatically unloaded on UnloadModel() Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f)); Model floor = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1)); cube.materials[0].shader = lightShader; @@ -175,9 +165,6 @@ int main(void) EndShaderMode(); DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN); - DrawFPS(10, 10); - - if (!shadersLoaded) DrawText("WARNING: a custom shader failed to load, showing plain image", 20, screenHeight - 30, 10, RED); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_lights_bloom.png b/examples/shaders/shaders_lights_bloom.png index ba28b9ea5..06cde089d 100644 Binary files a/examples/shaders/shaders_lights_bloom.png and b/examples/shaders/shaders_lights_bloom.png differ