RENAMED: FormatText() -> TextFormat()

This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
This commit is contained in:
raysan5 2020-08-16 11:28:15 +02:00
parent 26f6a64a39
commit c32ae480af
36 changed files with 73 additions and 73 deletions

View file

@ -84,18 +84,18 @@ int main(void)
Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;