Update shaders_raymarching.c

This commit is contained in:
Ray 2022-03-22 23:53:32 +01:00
parent 3634adf8d4
commit 65f28460a1

View file

@ -77,9 +77,7 @@ int main(void)
// Check if screen is resized // Check if screen is resized
if (IsWindowResized()) if (IsWindowResized())
{ {
screenWidth = GetScreenWidth(); float resolution[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
screenHeight = GetScreenHeight();
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -93,10 +91,10 @@ int main(void)
// We only draw a white full-screen rectangle, // We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching // frame is generated in shader using raymarching
BeginShaderMode(shader); BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
EndShaderMode(); EndShaderMode();
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK); DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------