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authorEthan Conneely <[email protected]>2023-08-28 21:49:45 +0100
committerGitHub <[email protected]>2023-08-28 22:49:45 +0200
commitfc0d13256626e18de8fbcdefb262d8655005b561 (patch)
tree0f77dfbef2d0a9ddadbae45991df94c87bb379ae
parentde3dc94d5ba135f9e179d1513814134e850471b3 (diff)
downloadraylib-fc0d13256626e18de8fbcdefb262d8655005b561.tar.gz
raylib-fc0d13256626e18de8fbcdefb262d8655005b561.zip
Remove e from secondes (#3270)
-rw-r--r--examples/shaders/resources/shaders/glsl100/wave.fs6
-rw-r--r--examples/shaders/resources/shaders/glsl330/wave.fs6
-rw-r--r--examples/shaders/shaders_texture_waves.c2
-rw-r--r--src/rcore.c2
4 files changed, 8 insertions, 8 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/wave.fs b/examples/shaders/resources/shaders/glsl100/wave.fs
index 50c4e02f..cd4ba9de 100644
--- a/examples/shaders/resources/shaders/glsl100/wave.fs
+++ b/examples/shaders/resources/shaders/glsl100/wave.fs
@@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
-uniform float secondes;
+uniform float seconds;
uniform vec2 size;
@@ -29,8 +29,8 @@ void main() {
float boxTop = 0.0;
vec2 p = fragTexCoord;
- p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
- p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}
diff --git a/examples/shaders/resources/shaders/glsl330/wave.fs b/examples/shaders/resources/shaders/glsl330/wave.fs
index 43efee23..1f22bee0 100644
--- a/examples/shaders/resources/shaders/glsl330/wave.fs
+++ b/examples/shaders/resources/shaders/glsl330/wave.fs
@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
-uniform float secondes;
+uniform float seconds;
uniform vec2 size;
@@ -30,8 +30,8 @@ void main() {
float boxTop = 0.0;
vec2 p = fragTexCoord;
- p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
- p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}
diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c
index a087ec4d..27ad1f6e 100644
--- a/examples/shaders/shaders_texture_waves.c
+++ b/examples/shaders/shaders_texture_waves.c
@@ -46,7 +46,7 @@ int main(void)
// Load shader and setup location points and values
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
- int secondsLoc = GetShaderLocation(shader, "secondes");
+ int secondsLoc = GetShaderLocation(shader, "seconds");
int freqXLoc = GetShaderLocation(shader, "freqX");
int freqYLoc = GetShaderLocation(shader, "freqY");
int ampXLoc = GetShaderLocation(shader, "ampX");
diff --git a/src/rcore.c b/src/rcore.c
index cb3dfe82..6e5d9496 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -2999,7 +2999,7 @@ int GetFPS(void)
#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
#define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
- #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes
+ #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds
#define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
static int index = 0;