diff --git a/samples/shader/Shader.cpp b/samples/shader/Shader.cpp index a6427a86..02ed0fd7 100644 --- a/samples/shader/Shader.cpp +++ b/samples/shader/Shader.cpp @@ -43,8 +43,9 @@ public : // Update the shader parameters void Update(float x, float y) { - if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.05f); + if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.03f); else if (myIterator->first == "colorize") myIterator->second.SetParameter("color", 0.3f, x, y); + else if (myIterator->first == "edge") myIterator->second.SetParameter("threshold", x * y); else if (myIterator->first == "fisheye") myIterator->second.SetParameter("mouse", x, y); else if (myIterator->first == "wave") myIterator->second.SetParameter("offset", x, y); else if (myIterator->first == "pixelate") myIterator->second.SetParameter("mouse", x, y); @@ -120,6 +121,7 @@ int main() if (!shaders["nothing"].LoadFromFile("datas/shader/nothing.sfx")) return EXIT_FAILURE; if (!shaders["blur"].LoadFromFile("datas/shader/blur.sfx")) return EXIT_FAILURE; if (!shaders["colorize"].LoadFromFile("datas/shader/colorize.sfx")) return EXIT_FAILURE; + if (!shaders["edge"].LoadFromFile("datas/shader/edge.sfx")) return EXIT_FAILURE; if (!shaders["fisheye"].LoadFromFile("datas/shader/fisheye.sfx")) return EXIT_FAILURE; if (!shaders["wave"].LoadFromFile("datas/shader/wave.sfx")) return EXIT_FAILURE; if (!shaders["pixelate"].LoadFromFile("datas/shader/pixelate.sfx")) return EXIT_FAILURE; @@ -133,6 +135,7 @@ int main() shaders["blur"].SetParameter("offset", 0.f); shaders["colorize"].SetTexture("texture", sf::Shader::CurrentTexture); shaders["colorize"].SetParameter("color", 1.f, 1.f, 1.f); + shaders["edge"].SetTexture("texture", sf::Shader::CurrentTexture); shaders["fisheye"].SetTexture("texture", sf::Shader::CurrentTexture); shaders["wave"].SetTexture("texture", sf::Shader::CurrentTexture); shaders["wave"].SetTexture("wave", waveImage); @@ -187,7 +190,7 @@ int main() case sf::Key::Numpad2 : entityShader.GotoPrevious(); break; case sf::Key::Numpad5 : entityShader.GotoNext(); break; case sf::Key::Numpad3 : globalShader.GotoPrevious(); break; - case sf::Key::Numpad6 : globalShader.GotoNext(); break; + case sf::Key::Numpad6 : globalShader.GotoNext(); break; default : break; }