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REXM: Updated some examples inconsistencies
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [easings] example - easings testbed
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* raylib [others] example - easings testbed
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*
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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@ -108,7 +108,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
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InitWindow(screenWidth, screenHeight, "raylib [others] example - easings testbed");
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Vector2 ballPosition = { 100.0f, 100.0f };
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@ -4,7 +4,7 @@
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 3.8, last time updated with raylib 2.5
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* Example originally created with raylib 3.8, last time updated with raylib 4.0
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*
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* Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5)
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*
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14
examples/others/resources/shaders/glsl120/point_particle.fs
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14
examples/others/resources/shaders/glsl120/point_particle.fs
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@ -0,0 +1,14 @@
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#version 120
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// Input uniform values
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uniform vec4 color;
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// NOTE: Add your custom variables here
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void main()
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{
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// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
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// it. (0, 0) is the top left, (1, 1) the bottom right corner
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// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges
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gl_FragColor = vec4(color.rgb, color.a*(1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
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}
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24
examples/others/resources/shaders/glsl120/point_particle.vs
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24
examples/others/resources/shaders/glsl120/point_particle.vs
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@ -0,0 +1,24 @@
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#version 120
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// Input vertex attributes
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attribute vec3 vertexPosition;
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// Input uniform values
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uniform mat4 mvp;
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uniform float currentTime;
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// NOTE: Add your custom variables here
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void main()
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{
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// Unpack data from vertexPosition
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vec2 pos = vertexPosition.xy;
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float period = vertexPosition.z;
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// Calculate final vertex position (jiggle it around a bit horizontally)
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pos += vec2(100.0, 0.0)*sin(period*currentTime);
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gl_Position = mvp*vec4(pos.x, pos.y, 0.0, 1.0);
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// Calculate the screen space size of this particle (also vary it over time)
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gl_PointSize = 10.0 - 5.0*abs(sin(period*currentTime));
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}
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@ -1,13 +1,13 @@
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/*******************************************************************************************
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*
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* raylib [rlgl] example - compute shader - game of life
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* raylib [others] example - compute shader - game of life
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*
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* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
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* shaders used in this example are #version 430 (OpenGL 4.3)
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 4.0, last time updated with raylib 2.5
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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5)
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*
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@ -57,7 +57,7 @@ int main(void)
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const int screenWidth = GOL_WIDTH;
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const int screenHeight = GOL_WIDTH;
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InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - compute shader - game of life");
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InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader - game of life");
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const Vector2 resolution = { screenWidth, screenHeight };
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unsigned int brushSize = 8;
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [rlgl] example - Using rlgl module as standalone module
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* raylib [others] example - Using rlgl module as standalone module
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*
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* rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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@ -147,7 +147,7 @@ int main(void)
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glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
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#endif
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib [others] example - rlgl standalone", NULL, NULL);
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if (!window)
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{
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