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