Corrected some issues on OpenGL ES

This commit is contained in:
raysan5 2016-07-12 01:54:47 +02:00
parent 22672bc738
commit 3876f19d6a
5 changed files with 13 additions and 12 deletions

View File

@ -120,8 +120,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling # libraries for Debian GNU/Linux desktop compiling
# requires the following packages: # requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev # libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \ LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor # on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else else
ifeq ($(PLATFORM_OS),OSX) ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling # libraries for OS X 10.9 desktop compiling

View File

@ -49,7 +49,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo DrawGizmo(position); // Draw gizmo

View File

@ -8,14 +8,14 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
void main() void main()
{ {
// Texel color fetching from texture sampler // Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor; vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights // Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));

View File

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0); uniform vec2 center;
void main() void main()
{ {
@ -39,7 +39,7 @@ void main()
} }
tc += center; tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb; vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color, 1.0);; gl_FragColor = vec4(color.rgb, 1.0);;
} }

View File

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
@ -40,7 +40,7 @@ void main()
} }
tc += center; tc += center;
vec3 color = texture(texture0, tc/texSize).rgb; vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color, 1.0);; finalColor = vec4(color.rgb, 1.0);;
} }