Update shaders_shapes_outline.c

This commit is contained in:
Ray 2021-08-22 01:08:27 +02:00
parent b154bc33f5
commit 51fbde178f

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@ -1,7 +1,7 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [shaders] example - Apply an shdrOutline to a texture * raylib [shaders] example - Apply an shdrOutline to a texture
* *
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * 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. * 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) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Example contributed by Samuel Skiff (@GoldenThumbs) * Example contributed by Samuel Skiff (@GoldenThumbs)
* *
* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) * Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
@ -31,11 +31,11 @@ int main(void)
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; 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 egg = LoadTexture("resources/egg.png");
Texture2D torus = LoadTexture("resources/torus.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 outlineScale = 16.0f;
float textureScale[2] = { 16.0f*4, 16.0f*4 }; float textureScale[2] = { 16.0f*4, 16.0f*4 };