diff options
| author | Ray <[email protected]> | 2020-03-03 01:21:06 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-03-03 01:21:06 +0100 |
| commit | a6297a2be12412ebec498b9a919b7a92f876ec46 (patch) | |
| tree | bd76033a4f23e22e16ecf9a7f1bb1bf78a0a4e19 /examples/models | |
| parent | 8724cf2ea523b6cf26a5b2217c54c65673db5cb2 (diff) | |
| download | raylib-a6297a2be12412ebec498b9a919b7a92f876ec46.tar.gz raylib-a6297a2be12412ebec498b9a919b7a92f876ec46.zip | |
Some code tweaks
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/resources/shaders/glsl330/irradiance.fs | 6 | ||||
| -rw-r--r-- | examples/models/resources/shaders/glsl330/pbr.vs | 2 | ||||
| -rw-r--r-- | examples/models/resources/shaders/glsl330/prefilter.fs | 8 |
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); |
