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| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/shaders/shaders_basic_lighting.c | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-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.c | 12 |
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 |
