Corrected some issues on OpenGL ES
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@ -120,8 +120,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# libraries for Debian GNU/Linux desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
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-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
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# on XWindow could require also below libraries, just uncomment
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#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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else
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ifeq ($(PLATFORM_OS),OSX)
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# libraries for OS X 10.9 desktop compiling
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@ -49,7 +49,7 @@ int main()
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGizmo(position); // Draw gizmo
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@ -8,14 +8,14 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
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vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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uniform vec2 center;
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void main()
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{
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@ -39,7 +39,7 @@ void main()
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}
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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gl_FragColor = vec4(color, 1.0);;
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gl_FragColor = vec4(color.rgb, 1.0);;
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}
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -40,7 +40,7 @@ void main()
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}
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tc += center;
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vec3 color = texture(texture0, tc/texSize).rgb;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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finalColor = vec4(color, 1.0);;
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finalColor = vec4(color.rgb, 1.0);;
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}
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