fix deprecated texture loading function name in glsl
This commit is contained in:
parent
9def9b04c9
commit
57adf66c58
2 changed files with 5 additions and 3 deletions
|
@ -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);;
|
||||||
}
|
}
|
|
@ -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
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue