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authorRay <[email protected]>2020-03-03 01:21:06 +0100
committerRay <[email protected]>2020-03-03 01:21:06 +0100
commita6297a2be12412ebec498b9a919b7a92f876ec46 (patch)
treebd76033a4f23e22e16ecf9a7f1bb1bf78a0a4e19 /examples/models
parent8724cf2ea523b6cf26a5b2217c54c65673db5cb2 (diff)
downloadraylib-a6297a2be12412ebec498b9a919b7a92f876ec46.tar.gz
raylib-a6297a2be12412ebec498b9a919b7a92f876ec46.zip
Some code tweaks
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/resources/shaders/glsl330/irradiance.fs6
-rw-r--r--examples/models/resources/shaders/glsl330/pbr.vs2
-rw-r--r--examples/models/resources/shaders/glsl330/prefilter.fs8
3 files changed, 8 insertions, 8 deletions
diff --git a/examples/models/resources/shaders/glsl330/irradiance.fs b/examples/models/resources/shaders/glsl330/irradiance.fs
index b42d2143..4ef03e05 100644
--- a/examples/models/resources/shaders/glsl330/irradiance.fs
+++ b/examples/models/resources/shaders/glsl330/irradiance.fs
@@ -15,7 +15,7 @@ in vec3 fragPosition;
uniform samplerCube environmentMap;
// Constant values
-const float PI = 3.14159265359f;
+const float PI = 3.14159265359;
// Output fragment color
out vec4 finalColor;
@@ -31,8 +31,8 @@ void main()
vec3 right = cross(up, normal);
up = cross(normal, right);
- float sampleDelta = 0.025f;
- float nrSamples = 0.0f;
+ float sampleDelta = 0.025;
+ float nrSamples = 0.0;
for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
{
diff --git a/examples/models/resources/shaders/glsl330/pbr.vs b/examples/models/resources/shaders/glsl330/pbr.vs
index 8bd3faa1..045428c6 100644
--- a/examples/models/resources/shaders/glsl330/pbr.vs
+++ b/examples/models/resources/shaders/glsl330/pbr.vs
@@ -34,7 +34,7 @@ void main()
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Calculate fragment position based on model transformations
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
diff --git a/examples/models/resources/shaders/glsl330/prefilter.fs b/examples/models/resources/shaders/glsl330/prefilter.fs
index 9439810d..941ea86c 100644
--- a/examples/models/resources/shaders/glsl330/prefilter.fs
+++ b/examples/models/resources/shaders/glsl330/prefilter.fs
@@ -18,7 +18,7 @@ uniform samplerCube environmentMap;
uniform float roughness;
// Constant values
-const float PI = 3.14159265359f;
+const float PI = 3.14159265359;
// Output fragment color
out vec4 finalColor;
@@ -35,7 +35,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
- float nom = a2;
+ float nom = a2;
float denom = (NdotH2*(a2 - 1.0) + 1.0);
denom = PI*denom*denom;
@@ -49,7 +49,7 @@ float RadicalInverse_VdC(uint bits)
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+ return float(bits)*2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N)
@@ -60,7 +60,7 @@ vec2 Hammersley(uint i, uint N)
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
float a = roughness*roughness;
- float phi = 2.0 * PI * Xi.x;
+ float phi = 2.0*PI*Xi.x;
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);