diff options
Diffstat (limited to 'examples/src/shaders/shaders_raymarching.c')
| -rw-r--r-- | examples/src/shaders/shaders_raymarching.c | 12 |
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 |
