Review formating to follow raylib style conventions
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2 changed files with 46 additions and 52 deletions
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@ -1,7 +1,7 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply an outline to a texture
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*
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* raylib [shaders] example - Apply an shdrOutline to a texture
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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@ -31,15 +31,15 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture");
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Texture2D egg = LoadTexture("resources/egg.png");
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Texture2D torus = LoadTexture("resources/torus.png");
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Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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Texture2D egg = LoadTexture("resources/egg.png");
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Texture2D torus = LoadTexture("resources/torus.png");
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/shdrOutline.fs", GLSL_VERSION));
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float oScale = 16.0;
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float tScale[2] = { 16.0f*4, 16.0f*4 };
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SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, SHADER_UNIFORM_VEC2);
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float outlineScale = 16.0f;
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float textureScale[2] = { 16.0f*4, 16.0f*4 };
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SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -58,12 +58,12 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginShaderMode(outline);
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DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE);
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DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE);
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BeginShaderMode(shdrOutline);
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DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
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DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE);
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EndShaderMode();
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DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
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DrawText("Shader-based shdrOutlines for textures", 190, 200, 20, LIGHTGRAY);
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DrawFPS(710, 10);
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@ -73,9 +73,9 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(egg);
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UnloadTexture(torus);
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UnloadShader(outline);
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UnloadTexture(egg);
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UnloadTexture(torus);
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UnloadShader(shdrOutline);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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