diff --git a/examples/shaders/custom_uniform/glsl330/swirl.fs b/examples/shaders/custom_uniform/glsl330/swirl.fs index 4741e59..b2a53ca 100644 --- a/examples/shaders/custom_uniform/glsl330/swirl.fs +++ b/examples/shaders/custom_uniform/glsl330/swirl.fs @@ -11,8 +11,6 @@ uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; -// NOTE: Add here your custom variables - // NOTE: Render size values should be passed from code const float renderWidth = 800; const float renderHeight = 450; @@ -20,6 +18,7 @@ const float renderHeight = 450; float radius = 250.0; float angle = 0.8; +// NOTE: center is connected to the golang code uniform vec2 center = vec2(200.0, 200.0); void main() @@ -41,7 +40,7 @@ void main() } tc += center; - vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; + vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;; finalColor = vec4(color.rgb, 1.0);; } \ No newline at end of file diff --git a/examples/shaders/custom_uniform/main.go b/examples/shaders/custom_uniform/main.go index 6a03b61..cb6b91a 100644 --- a/examples/shaders/custom_uniform/main.go +++ b/examples/shaders/custom_uniform/main.go @@ -31,6 +31,9 @@ func main() { // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 swirlCenterLoc := rl.GetShaderLocation(shader, "center") + if swirlCenterLoc == -1 { + println("Warning: [SHDR] Swirl Center uniform not found on shader") + } swirlCenter := make([]float32, 2) swirlCenter[0] = float32(screenWidth) / 2 diff --git a/examples/shaders/postprocessing/glsl330/sobel.fs b/examples/shaders/postprocessing/glsl330/sobel.fs index f317ae3..cb335c0 100644 --- a/examples/shaders/postprocessing/glsl330/sobel.fs +++ b/examples/shaders/postprocessing/glsl330/sobel.fs @@ -20,22 +20,22 @@ void main() float y = 1.0/resolution.y; vec4 horizEdge = vec4(0.0); - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec4 vertEdge = vec4(0.0); - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); - finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a); + finalColor = vec4(edge, texture(texture0, fragTexCoord).a); } \ No newline at end of file