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authorRay <[email protected]>2021-04-22 18:55:24 +0200
committerRay <[email protected]>2021-04-22 18:55:24 +0200
commitdcf52c132fb0ca28f37dae9d957155e2541df812 (patch)
treeb6c263e59daba00fc33badd0a45fa6756d5df14c /examples/shaders/shaders_basic_lighting.c
parentf92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff)
downloadraylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz
raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip
Remove trail spaces
Diffstat (limited to 'examples/shaders/shaders_basic_lighting.c')
-rw-r--r--examples/shaders/shaders_basic_lighting.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index 1f7336a9..c7e43b0c 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -69,9 +69,9 @@ int main(void)
modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
-
+
// Get some shader loactions
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
@@ -79,7 +79,7 @@ int main(void)
// ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
-
+
float angle = 6.282f;
// All models use the same shader
@@ -121,7 +121,7 @@ int main(void)
lights[2].position.z = sinf(angle*0.2f)*4.0f;
lights[3].position.y = cosf(-angle*0.35f)*4.0f;
lights[3].position.z = sinf(-angle*0.35f)*4.0f;
-
+
UpdateLightValues(shader, lights[0]);
UpdateLightValues(shader, lights[1]);
UpdateLightValues(shader, lights[2]);
@@ -160,7 +160,7 @@ int main(void)
EndMode3D();
DrawFPS(10, 10);
-
+
DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
EndDrawing();
@@ -172,7 +172,7 @@ int main(void)
UnloadModel(modelA); // Unload the modelA
UnloadModel(modelB); // Unload the modelB
UnloadModel(modelC); // Unload the modelC
-
+
UnloadTexture(texture); // Unload the texture
UnloadShader(shader); // Unload shader