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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_fog.c
parentf92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff)
downloadraylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz
raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip
Remove trail spaces
Diffstat (limited to 'examples/shaders/shaders_fog.c')
-rw-r--r--examples/shaders/shaders_fog.c12
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