Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
commit
e4993c5557
77 changed files with 77 additions and 77 deletions
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -13,7 +13,7 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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||||
// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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||||
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||||
// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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const float PI = 3.1415926535;
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@ -12,7 +12,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -12,7 +12,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)
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@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec2 fragTexCoord2;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -12,7 +12,7 @@ uniform sampler2D mask;
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uniform vec4 colDiffuse;
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uniform int frame;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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||||
// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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float gamma = 0.6;
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float numColors = 8.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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||||
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void main()
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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||||
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float offset = 0.0;
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float frequency = 450.0/3.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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vec2 resolution = vec2(800.0, 450.0);
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void main()
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
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||||
|
||||
// NOTE: Render size values should be passed from code
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||||
const float renderWidth = 800.0;
|
||||
|
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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|||
uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
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||||
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||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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uniform vec2 tiling;
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void main()
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
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||||
uniform vec2 resolution = vec2(800, 450);
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void main()
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@ -13,7 +13,7 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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||||
|
||||
// NOTE: Add here your custom variables
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||||
// NOTE: Add your custom variables here
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||||
|
||||
void main()
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{
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
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||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
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||||
|
||||
const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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||||
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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|||
uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
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||||
|
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
float hatchOffsetY = 5.0;
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||||
float lumThreshold01 = 0.9;
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||||
|
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
|
||||
|
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
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{
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||||
|
|
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
const float PI = 3.1415926535;
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||||
|
||||
|
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@ -10,7 +10,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
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||||
|
||||
#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
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||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
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||||
|
|
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@ -10,7 +10,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// https://github.com/glslify/glsl-inverse
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||||
mat3 inverse(mat3 m)
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||||
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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec2 fragTexCoord2;
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varying vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
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||||
|
|
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
|
||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
float gamma = 0.6;
|
||||
float numColors = 8.0;
|
||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
float offset = 0.0;
|
||||
float frequency = 450.0/3.0;
|
||||
|
|
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@ -17,7 +17,7 @@ varying vec2 fragTexCoord;
|
|||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
vec2 resolution = vec2(800.0, 450.0);
|
||||
|
||||
void main()
|
||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values should be passed from code
|
||||
const float renderWidth = 800;
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -13,7 +13,7 @@ uniform mat4 mvp;
|
|||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
const vec2 size = vec2(800, 450); // Framebuffer size
|
||||
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800;
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
float hatchOffsetY = 5.0;
|
||||
float lumThreshold01 = 0.9;
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -7,7 +7,7 @@ out vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -7,7 +7,7 @@ out vec4 fragColor;
|
|||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
//out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
|
|
|
@ -17,7 +17,7 @@ out vec2 fragTexCoord;
|
|||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -18,7 +18,7 @@ out vec2 fragTexCoord;
|
|||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800;
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
float gamma = 0.6;
|
||||
float numColors = 8.0;
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800;
|
||||
|
|
|
@ -17,7 +17,7 @@ out vec2 fragTexCoord;
|
|||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
uniform vec2 resolution = vec2(800, 450);
|
||||
|
||||
void main()
|
||||
|
|
|
@ -7,7 +7,7 @@ in vec4 fragColor;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
#define MAX_SPOTS 3
|
||||
|
||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
// NOTE: Render size values should be passed from code
|
||||
const float renderWidth = 800;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue