Merge pull request #268 from glitchland/master

Fix texture2d as it is deprecated name
This commit is contained in:
Milan Nikolic 2023-08-18 20:47:03 +02:00 committed by GitHub
commit 30cfef01da
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 18 additions and 16 deletions

View file

@ -11,8 +11,6 @@ uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Render size values should be passed from code // NOTE: Render size values should be passed from code
const float renderWidth = 800; const float renderWidth = 800;
const float renderHeight = 450; const float renderHeight = 450;
@ -20,6 +18,7 @@ const float renderHeight = 450;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;
// NOTE: center is connected to the golang code
uniform vec2 center = vec2(200.0, 200.0); uniform vec2 center = vec2(200.0, 200.0);
void main() void main()
@ -41,7 +40,7 @@ void main()
} }
tc += center; tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);; finalColor = vec4(color.rgb, 1.0);;
} }

View file

@ -31,6 +31,9 @@ func main() {
// Get variable (uniform) location on the shader to connect with the program // 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 // NOTE: If uniform variable could not be found in the shader, function returns -1
swirlCenterLoc := rl.GetShaderLocation(shader, "center") swirlCenterLoc := rl.GetShaderLocation(shader, "center")
if swirlCenterLoc == -1 {
println("Warning: [SHDR] Swirl Center uniform not found on shader")
}
swirlCenter := make([]float32, 2) swirlCenter := make([]float32, 2)
swirlCenter[0] = float32(screenWidth) / 2 swirlCenter[0] = float32(screenWidth) / 2

View file

@ -20,22 +20,22 @@ void main()
float y = 1.0/resolution.y; float y = 1.0/resolution.y;
vec4 horizEdge = vec4(0.0); vec4 horizEdge = vec4(0.0);
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 -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; horizEdge -= texture(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 += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; horizEdge += texture(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;
vec4 vertEdge = vec4(0.0); vec4 vertEdge = vec4(0.0);
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 -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; vertEdge -= texture(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 += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; vertEdge += texture(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;
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); 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);
} }