Raylib 6.0 bugs after tests (#338)
* Sync of all the shaders from upstream + LoadFontData did not match anymore with C and crashed on MacOS * Updated JuliaSet demo. Did not work with the new shader version. * Removed unused `pause` variable from JuliaSet example. --------- Co-authored-by: Meatcorps <info@meatcorps.nl>
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83 changed files with 823 additions and 815 deletions
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@ -10,10 +10,8 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform float secondes;
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uniform float seconds;
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uniform vec2 size;
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uniform float freqX;
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uniform float freqY;
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uniform float ampX;
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@ -21,16 +19,17 @@ uniform float ampY;
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uniform float speedX;
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uniform float speedY;
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void main() {
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float pixelWidth = 1.0 / size.x;
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float pixelHeight = 1.0 / size.y;
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float aspect = pixelHeight / pixelWidth;
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void main()
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{
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float pixelWidth = 1.0/size.x;
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float pixelHeight = 1.0/size.y;
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float aspect = pixelHeight/pixelWidth;
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float boxLeft = 0.0;
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float boxTop = 0.0;
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vec2 p = fragTexCoord;
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p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
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p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
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p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
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p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
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gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
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}
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