diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c index d70f7645d..3f02230e3 100644 --- a/examples/shaders/shaders_shapes_outline.c +++ b/examples/shaders/shaders_shapes_outline.c @@ -1,7 +1,7 @@ /******************************************************************************************* * * raylib [shaders] example - Apply an shdrOutline to a texture -* +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -9,7 +9,7 @@ * * This example has been created using raylib 3.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* +* * Example contributed by Samuel Skiff (@GoldenThumbs) * * Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) @@ -31,11 +31,11 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); Texture2D egg = LoadTexture("resources/egg.png"); Texture2D torus = LoadTexture("resources/torus.png"); - Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/shdrOutline.fs", GLSL_VERSION)); + Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); float outlineScale = 16.0f; float textureScale[2] = { 16.0f*4, 16.0f*4 };