Convert window render sizes to floats

GLSL 1.10 is typesafe ([PDF specs](https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.10.pdf), page 22), so this shader will not load properly during build.

It's not a super important change, but I came across it while playing with the examples on my pi.
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Jess Peter 2018-07-21 18:56:16 +02:00 committed by GitHub
parent 82e4a12fd3
commit f3d144bf0e
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@ -13,8 +13,8 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
// NOTE: Render size values should be passed from code // NOTE: Render size values should be passed from code
const float renderWidth = 800; const float renderWidth = 800.0;
const float renderHeight = 450; const float renderHeight = 450.0;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;
@ -43,4 +43,4 @@ void main()
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);; gl_FragColor = vec4(color.rgb, 1.0);;
} }