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Diffstat (limited to 'examples/src/shaders/shaders_raymarching.c')
-rw-r--r--examples/src/shaders/shaders_raymarching.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/src/shaders/shaders_raymarching.c b/examples/src/shaders/shaders_raymarching.c
index f68222b..3409179 100644
--- a/examples/src/shaders/shaders_raymarching.c
+++ b/examples/src/shaders/shaders_raymarching.c
@@ -24,13 +24,13 @@
#define GLSL_VERSION 100
#endif
-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 camera = { 0 };
@@ -44,7 +44,7 @@ int main()
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
-
+
// Get shader locations for required uniforms
int viewEyeLoc = GetShaderLocation(shader, "viewEye");
int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
@@ -72,7 +72,7 @@ int main()
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