diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index e5c58a1d..f68222b5 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -18,6 +18,12 @@ #include "raylib.h" +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + int main() { // Initialization @@ -37,7 +43,7 @@ int main() // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, "resources/shaders/glsl330/raymarching.fs"); + Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); // Get shader locations for required uniforms int viewEyeLoc = GetShaderLocation(shader, "viewEye"); diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index cb8a9c1e..f5758273 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [textures] example - Shader texture drawing +* raylib [textures] example - Texture drawing * * This example illustrates how to draw on a blank texture using a shader * @@ -13,6 +13,12 @@ #include "raylib.h" +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + int main() { // Initialization @@ -20,14 +26,14 @@ int main() int screenWidth = 800; int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing"); Image imBlank = GenImageColor(1024, 1024, BLANK); Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader UnloadImage(imBlank); // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version - Shader shader = LoadShader(0, "resources/shaders/glsl330/cubes_panning.fs"); + Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION)); float time = 0.0f; int timeLoc = GetShaderLocation(shader, "uTime");