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-rw-r--r--assets/gs_full.glsl8
-rw-r--r--assets/src/main.c4
2 files changed, 5 insertions, 7 deletions
diff --git a/assets/gs_full.glsl b/assets/gs_full.glsl
index 4b3e3f3..aa6b662 100644
--- a/assets/gs_full.glsl
+++ b/assets/gs_full.glsl
@@ -1,4 +1,4 @@
-@vertex
+#if defined(VERTEX_SHADER)
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
@@ -16,9 +16,7 @@ void main()
gl_Position = mvp*vec4(vertexPosition, 1.0);
}
-@vs_end
-
-@fragment
+#elif defined(FRAG_SHADER)
in vec2 fragTexCoord;
in vec4 fragColor;
@@ -33,4 +31,4 @@ void main()
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
finalColor = vec4(gray, gray, gray, texelColor.a);
}
-@fs_end \ No newline at end of file
+#endif \ No newline at end of file
diff --git a/assets/src/main.c b/assets/src/main.c
index 2a8ab80..188a7ee 100644
--- a/assets/src/main.c
+++ b/assets/src/main.c
@@ -18,8 +18,8 @@ void update(void)
vec2 current_input = get_dir_input();
if(current_input.x != 0 || current_input.y != 0){
- position.x += current_input.x * 0.5f;
- position.y += current_input.y * 0.5f;
+ position.x += current_input.x;
+ position.y += current_input.y;
}
set_active_shader(grayscale);