diff --git a/community/seascape-shader/config.go b/community/seascape-shader/config.go index 40b1d2a..4a29fa3 100644 --- a/community/seascape-shader/config.go +++ b/community/seascape-shader/config.go @@ -65,7 +65,7 @@ func parseFlags() { config.Set("width", width) config.Set("height", height) - config.Set("uDrift", glDrift) + config.Set("glDrift", glDrift) config.Set("filename", filename) } diff --git a/community/seascape-shader/seascape.go b/community/seascape-shader/seascape.go index 2630bc1..abfee6e 100644 --- a/community/seascape-shader/seascape.go +++ b/community/seascape-shader/seascape.go @@ -35,6 +35,7 @@ func run() { // I am putting all shader example initializing stuff here for // easier reference to those learning to use this functionality + log.Println("Load GSGL file = ", config.String("filename")) fragSource, err := LoadFileToString(config.String("filename")) if err != nil { @@ -43,7 +44,8 @@ func run() { var uMouse mgl32.Vec4 var uTime float32 - var uDrift float32 = float32(config.Float("uDrift")) + log.Println("glDrift = ", config.String("glDrift")) + var glDrift float32 = float32(config.Float("glDrift")) canvas := win.Canvas() uResolution := mgl32.Vec2{float32(win.Bounds().W()), float32(win.Bounds().H())} @@ -52,7 +54,7 @@ func run() { "uResolution", &uResolution, "uTime", &uTime, "uMouse", &uMouse, - "uDrift", &uDrift, + "uDrift", &glDrift, ) canvas.SetFragmentShader(fragSource)