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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1 changed files with 3 additions and 3 deletions
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@ -13,8 +13,8 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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// NOTE: Render size values should be passed from code
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800;
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const float renderWidth = 800.0;
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const float renderHeight = 450;
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const float renderHeight = 450.0;
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float radius = 250.0;
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float radius = 250.0;
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float angle = 0.8;
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float angle = 0.8;
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@ -43,4 +43,4 @@ void main()
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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gl_FragColor = vec4(color.rgb, 1.0);;
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gl_FragColor = vec4(color.rgb, 1.0);;
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}
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}
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