update_shader_sides(q0, q1, q2, q3, Vector2Distance(q0, q2));
// Draw with shader.
- BeginShaderMode(shader.value());
+ BeginShaderMode(get_shader());
DrawTriangle3D(quad[0], quad[1], quad[2], color);
DrawTriangle3D(quad[0], quad[2], quad[3], color);
EndShaderMode();
if (!shader.has_value()) {
init_shader();
}
- int uniform_loc = GetShaderLocation(shader.value(), "screen_height");
+ int uniform_loc = GetShaderLocation(get_shader(), "screen_height");
float height = GetScreenHeight();
DEBUG_PRINT_FLOAT(height);
- SetShaderValue(shader.value(), uniform_loc, &height, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(get_shader(), uniform_loc, &height, SHADER_UNIFORM_FLOAT);
}
void ElectricityEffect::update_shader_sides(Vector2 a, Vector2 adir, Vector2 b,
if (!shader.has_value()) {
init_shader();
}
- int uniform_loc = GetShaderLocation(shader.value(), "sidePosA");
+ int uniform_loc = GetShaderLocation(get_shader(), "sidePosA");
DEBUG_PRINT_VEC2(a);
- SetShaderValue(shader.value(), uniform_loc, &a, SHADER_UNIFORM_VEC2);
- uniform_loc = GetShaderLocation(shader.value(), "sideDirA");
+ SetShaderValue(get_shader(), uniform_loc, &a, SHADER_UNIFORM_VEC2);
+ uniform_loc = GetShaderLocation(get_shader(), "sideDirA");
DEBUG_PRINT_VEC2(adir);
- SetShaderValue(shader.value(), uniform_loc, &adir, SHADER_UNIFORM_VEC2);
- uniform_loc = GetShaderLocation(shader.value(), "sidePosB");
+ SetShaderValue(get_shader(), uniform_loc, &adir, SHADER_UNIFORM_VEC2);
+ uniform_loc = GetShaderLocation(get_shader(), "sidePosB");
DEBUG_PRINT_VEC2(b);
- SetShaderValue(shader.value(), uniform_loc, &b, SHADER_UNIFORM_VEC2);
- uniform_loc = GetShaderLocation(shader.value(), "sideDirB");
+ SetShaderValue(get_shader(), uniform_loc, &b, SHADER_UNIFORM_VEC2);
+ uniform_loc = GetShaderLocation(get_shader(), "sideDirB");
DEBUG_PRINT_VEC2(bdir);
- SetShaderValue(shader.value(), uniform_loc, &bdir, SHADER_UNIFORM_VEC2);
- uniform_loc = GetShaderLocation(shader.value(), "width");
+ SetShaderValue(get_shader(), uniform_loc, &bdir, SHADER_UNIFORM_VEC2);
+ uniform_loc = GetShaderLocation(get_shader(), "width");
DEBUG_PRINT_FLOAT(width);
- SetShaderValue(shader.value(), uniform_loc, &width, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(get_shader(), uniform_loc, &width, SHADER_UNIFORM_FLOAT);
}
void ElectricityEffect::init_shader() {