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
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3 changed files with 51 additions and 50 deletions
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@ -117,8 +117,8 @@ int main()
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// Probably offset movement should be proportional to zoom level
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f;
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
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Vector2 mousePos = GetMousePosition();
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@ -153,16 +153,19 @@ int main()
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode
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// NOTE: This acts as a canvas for the shader to draw on
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BeginShaderMode(shader);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndShaderMode();
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode();
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// Draw the saved texture (rendered julia set)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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// Draw the saved texture and rendered julia set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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BeginShaderMode(shader);
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DrawTexture(target.texture, 0, 0, WHITE);
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EndShaderMode();
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if (showControls)
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{
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DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
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