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authorRay <[email protected]>2019-05-20 16:40:30 +0200
committerRay <[email protected]>2019-05-20 16:40:30 +0200
commit3d7d174c70b2d00fd879ade64c5085d4ff34d4aa (patch)
tree3b690948f186f855aa2ee8bab312b3ca28a56200 /examples/web/shaders/shaders_raymarching.c
parent0b56b996bd053ec875c229e9793f7806b666839c (diff)
downloadraylib.com-3d7d174c70b2d00fd879ade64c5085d4ff34d4aa.tar.gz
raylib.com-3d7d174c70b2d00fd879ade64c5085d4ff34d4aa.zip
Review and recompile ALL examples
Diffstat (limited to 'examples/web/shaders/shaders_raymarching.c')
-rw-r--r--examples/web/shaders/shaders_raymarching.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/examples/web/shaders/shaders_raymarching.c b/examples/web/shaders/shaders_raymarching.c
index 5845674..818e826 100644
--- a/examples/web/shaders/shaders_raymarching.c
+++ b/examples/web/shaders/shaders_raymarching.c
@@ -31,8 +31,8 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-int screenWidth = 800;
-int screenHeight = 450;
+const int screenWidth = 800;
+const int screenHeight = 450;
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
@@ -55,15 +55,15 @@ float runTime = 0.0f;
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
-// Main Enry Point
+// Program Main Entry Point
//----------------------------------------------------------------------------------
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
@@ -76,7 +76,7 @@ int main()
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
-
+
// Get shader locations for required uniforms
viewEyeLoc = GetShaderLocation(shader, "viewEye");
viewCenterLoc = GetShaderLocation(shader, "viewCenter");
@@ -93,7 +93,7 @@ int main()
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
-
+
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@@ -124,7 +124,7 @@ void UpdateDrawFrame(void)
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
- float deltaTime = GetFrameTime();
+ float deltaTime = GetFrameTime();
runTime += deltaTime;
// Set shader required uniform values