Review shader to use provided texture coordinates

Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
This commit is contained in:
Ray 2019-05-16 17:07:59 +02:00
parent cf4fde9456
commit 9fd410b8a8
3 changed files with 51 additions and 50 deletions

View file

@ -117,8 +117,8 @@ int main()
// Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
Vector2 mousePos = GetMousePosition();
@ -153,16 +153,19 @@ int main()
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode
// NOTE: This acts as a canvas for the shader to draw on
BeginShaderMode(shader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndShaderMode();
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
// Draw the saved texture (rendered julia set)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
// Draw the saved texture and rendered julia set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
BeginShaderMode(shader);
DrawTexture(target.texture, 0, 0, WHITE);
EndShaderMode();
if (showControls)
{
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);