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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_fog.c | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/shaders/shaders_fog.c')
| -rw-r--r-- | examples/shaders/shaders_fog.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c index 63a2cce0..0f9d782e 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog.c @@ -49,7 +49,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog"); // Define the camera to look into our 3d world - Camera camera = { + Camera camera = { (Vector3){ 2.0f, 2.0f, 6.0f }, // position (Vector3){ 0.0f, 0.5f, 0.0f }, // target (Vector3){ 0.0f, 1.0f, 0.0f }, // up @@ -67,7 +67,7 @@ int main(void) modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms - 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/fog.fs", GLSL_VERSION)); shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); @@ -75,7 +75,7 @@ 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 fogDensity = 0.15f; int fogDensityLoc = GetShaderLocation(shader, "fogDensity"); SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); @@ -100,18 +100,18 @@ int main(void) //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera - if (IsKeyDown(KEY_UP)) + if (IsKeyDown(KEY_UP)) { fogDensity += 0.001; if (fogDensity > 1.0) fogDensity = 1.0; } - + if (IsKeyDown(KEY_DOWN)) { fogDensity -= 0.001; if (fogDensity < 0.0) fogDensity = 0.0; } - + SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); // Rotate the torus |
