diff options
| 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 | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/shaders_basic_lighting.c | 12 | ||||
| -rw-r--r-- | examples/shaders/shaders_eratosthenes.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_fog.c | 12 | ||||
| -rw-r--r-- | examples/shaders/shaders_hot_reloading.c | 18 | ||||
| -rw-r--r-- | examples/shaders/shaders_julia_set.c | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_mesh_instancing.c | 56 | ||||
| -rw-r--r-- | examples/shaders/shaders_multi_sample2d.c | 22 | ||||
| -rw-r--r-- | examples/shaders/shaders_raymarching.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_simple_mask.c | 6 | ||||
| -rw-r--r-- | examples/shaders/shaders_spotlight.c | 66 | ||||
| -rw-r--r-- | examples/shaders/shaders_texture_waves.c | 12 |
11 files changed, 106 insertions, 106 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 diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c index 3bd83d0f..f0b828a9 100644 --- a/examples/shaders/shaders_eratosthenes.c +++ b/examples/shaders/shaders_eratosthenes.c @@ -41,7 +41,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes"); RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); - + // Load Eratosthenes shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); 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 diff --git a/examples/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c index 5b4ba0a0..9b46a157 100644 --- a/examples/shaders/shaders_hot_reloading.c +++ b/examples/shaders/shaders_hot_reloading.c @@ -65,36 +65,36 @@ int main(void) // Set shader required uniform values SetShaderValue(shader, timeLoc, &totalTime, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2); - + // Hot shader reloading if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) { long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); - + // Check if shader file has been modified if (currentFragShaderModTime != fragShaderFileModTime) { // Try reloading updated shader Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION)); - + if (updatedShader.id != rlGetShaderDefault().id) // It was correctly loaded { UnloadShader(shader); shader = updatedShader; - + // Get shader locations for required uniforms resolutionLoc = GetShaderLocation(shader, "resolution"); mouseLoc = GetShaderLocation(shader, "mouse"); timeLoc = GetShaderLocation(shader, "time"); - + // Reset required uniforms SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); } - + fragShaderFileModTime = currentFragShaderModTime; } } - + if (IsKeyPressed(KEY_A)) shaderAutoReloading = !shaderAutoReloading; //---------------------------------------------------------------------------------- @@ -109,10 +109,10 @@ int main(void) DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); EndShaderMode(); - DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", + DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s", shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK); if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK); - + DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK); EndDrawing(); diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index 75451367..6ca22686 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -48,7 +48,7 @@ int main(void) // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION)); - + // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); @@ -74,7 +74,7 @@ int main(void) SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2); - + int incrementSpeed = 0; // Multiplier of speed to change c value bool showControls = true; // Show controls bool pause = false; // Pause animation diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c index 520a2d65..290a2948 100644 --- a/examples/shaders/shaders_mesh_instancing.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -56,7 +56,7 @@ int main(void) camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; - const int instances = 10000; // Number of instances to display + const int instances = 10000; // Number of instances to display Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances @@ -69,7 +69,7 @@ int main(void) x = GetRandomValue(-50, 50); y = GetRandomValue(-50, 50); z = GetRandomValue(-50, 50); - translations[i] = MatrixTranslate(x, y, z); + translations[i] = MatrixTranslate(x, y, z); x = GetRandomValue(0, 360); y = GetRandomValue(0, 360); @@ -83,7 +83,7 @@ int main(void) Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl - Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions @@ -102,7 +102,7 @@ int main(void) Material material = LoadMaterialDefault(); material.shader = shader; material.maps[MATERIAL_MAP_DIFFUSE].color = RED; - + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode int textPositionY = 300; @@ -134,10 +134,10 @@ int main(void) if (IsKeyDown(KEY_EIGHT)) groups = 8; if (IsKeyDown(KEY_NINE)) groups = 9; if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } - + if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); - + if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1); if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1); @@ -150,19 +150,19 @@ int main(void) { rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); transforms[i] = MatrixMultiply(rotations[i], translations[i]); - + // Get the animation cycle's framesCounter for this instance loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed; - + // Calculate the y according to loop cycle y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10))); - + // Clamp to floor y = (y < 0)? 0.0f : y; - + transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); } - + UpdateCamera(&camera); //---------------------------------------------------------------------------------- @@ -179,35 +179,35 @@ int main(void) DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); - - DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); + + DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); DrawText(": Number of groups", 50, textPositionY , 10, BLACK); DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); - - DrawText("UP", 10, textPositionY += 15, 10, BLACK); + + DrawText("UP", 10, textPositionY += 15, 10, BLACK); DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); - - DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); + + DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); - - DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); + + DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); DrawText(": decrease variance", 50, textPositionY, 10, BLACK); DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); - - DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); + + DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); DrawText(": increase variance", 50, textPositionY, 10, BLACK); - - DrawText("+/=", 10, textPositionY += 15, 10, BLACK); + + DrawText("+/=", 10, textPositionY += 15, 10, BLACK); DrawText(": increase speed", 50, textPositionY, 10, BLACK); DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); - - DrawText("-", 10, textPositionY += 15, 10, BLACK); + + DrawText("-", 10, textPositionY += 15, 10, BLACK); DrawText(": decrease speed", 50, textPositionY, 10, BLACK); - - DrawText("W", 10, textPositionY += 15, 10, BLACK); + + DrawText("W", 10, textPositionY += 15, 10, BLACK); DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); - + DrawFPS(10, 10); EndDrawing(); diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c index 2ff6f200..fbe75085 100644 --- a/examples/shaders/shaders_multi_sample2d.c +++ b/examples/shaders/shaders_multi_sample2d.c @@ -42,10 +42,10 @@ int main(void) UnloadImage(imBlue); Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION)); - + // Get an additional sampler2D location to be enabled on drawing int texBlueLoc = GetShaderLocation(shader, "texture1"); - + // Get shader uniform for divider int dividerLoc = GetShaderLocation(shader, "divider"); float dividerValue = 0.5f; @@ -60,34 +60,34 @@ int main(void) //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f; else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f; - + if (dividerValue < 0.0f) dividerValue = 0.0f; else if (dividerValue > 1.0f) dividerValue = 1.0f; - + SetShaderValue(shader, dividerLoc, ÷rValue, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); BeginShaderMode(shader); - + // WARNING: Additional samplers are enabled for all draw calls in the batch, // EndShaderMode() forces batch drawing and consequently resets active textures // to let other sampler2D to be activated on consequent drawings (if required) SetShaderValueTexture(shader, texBlueLoc, texBlue); - + // We are drawing texRed using default sampler2D texture0 but // an additional texture units is enabled for texBlue (sampler2D texture1) DrawTexture(texRed, 0, 0, WHITE); - + EndShaderMode(); - + DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE); - + EndDrawing(); //---------------------------------------------------------------------------------- } diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 0db1cf5a..5ffe134b 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -73,7 +73,7 @@ int main(void) SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3); SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3); SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT); - + // Check if screen is resized if (IsWindowResized()) { diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index b46b65c7..981e6486 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -57,7 +57,7 @@ int main(void) // Load the shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION)); - + // Load and apply the diffuse texture (colour map) Texture texDiffuse = LoadTexture("resources/plasma.png"); model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; @@ -131,10 +131,10 @@ int main(void) UnloadModel(model1); UnloadModel(model2); UnloadModel(model3); - + UnloadTexture(texDiffuse); // Unload default diffuse texture UnloadTexture(texMask); // Unload texture mask - + UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index f924bac7..40fd2317 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -5,7 +5,7 @@ * This example has been created using raylib 2.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/) +* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/) * and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) @@ -14,13 +14,13 @@ * * The shader makes alpha holes in the forground to give the apearance of a top * down look at a spotlight casting a pool of light... -* +* * The right hand side of the screen there is just enough light to see whats * going on without the spot light, great for a stealth type game where you * have to avoid the spotlights. -* +* * The left hand side of the screen is in pitch dark except for where the spotlights are. -* +* * Although this example doesn't scale like the letterbox example, you could integrate * the two techniques, but by scaling the actual colour of the render texture rather * than using alpha as a mask. @@ -43,12 +43,12 @@ #define MAX_STARS 400 // Spot data -typedef struct { +typedef struct { Vector2 pos; Vector2 vel; float inner; float radius; - + // Shader locations unsigned int posLoc; unsigned int innerLoc; @@ -75,26 +75,26 @@ int main(void) HideCursor(); Texture texRay = LoadTexture("resources/raysan.png"); - + Star stars[MAX_STARS] = { 0 }; for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]); // Progress all the stars on, so they don't all start in the centre - for (int m = 0; m < screenWidth/2.0; m++) + for (int m = 0; m < screenWidth/2.0; m++) { for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]); } int frameCounter = 0; - + // Use default vert shader Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); - + // Get the locations of spots in the shader Spot spots[MAX_SPOTS]; - for (int i = 0; i < MAX_SPOTS; i++) + for (int i = 0; i < MAX_SPOTS; i++) { char posName[32] = "spots[x].pos\0"; char innerName[32] = "spots[x].inner\0"; @@ -103,13 +103,13 @@ int main(void) posName[6] = '0' + i; innerName[6] = '0' + i; radiusName[6] = '0' + i; - + spots[i].posLoc = GetShaderLocation(shdrSpot, posName); spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName); spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName); - + } - + // Tell the shader how wide the screen is so we can have // a pitch black half and a dimly lit half. unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth"); @@ -123,16 +123,16 @@ int main(void) spots[i].pos.x = GetRandomValue(64, screenWidth - 64); spots[i].pos.y = GetRandomValue(64, screenHeight - 64); spots[i].vel = (Vector2){ 0, 0 }; - + while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2) { spots[i].vel.x = GetRandomValue(-40, 40)/10.0; spots[i].vel.y = GetRandomValue(-40, 40)/10.0; } - + spots[i].inner = 28 * (i + 1); spots[i].radius = 48 * (i + 1); - + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT); SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT); @@ -140,7 +140,7 @@ int main(void) SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -157,23 +157,23 @@ int main(void) if (i == 0) { Vector2 mp = GetMousePosition(); - spots[i].pos.x = mp.x; + spots[i].pos.x = mp.x; spots[i].pos.y = screenHeight - mp.y; } else { - spots[i].pos.x += spots[i].vel.x; + spots[i].pos.x += spots[i].vel.x; spots[i].pos.y += spots[i].vel.y; - - if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; - if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x; - if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; + + if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y; } - - SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); + + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2); } - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -204,11 +204,11 @@ int main(void) EndShaderMode(); DrawFPS(10, 10); - + DrawText("Move the mouse!", 10, 30, 20, GREEN); DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN); DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN); - + EndDrawing(); //---------------------------------------------------------------------------------- @@ -229,21 +229,21 @@ int main(void) void ResetStar(Star *s) { s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; - + do { s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f; s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f; - + } while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1))); - + s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f })); } void UpdateStar(Star *s) { s->pos = Vector2Add(s->pos, s->vel); - + if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) || (s->pos.y < 0) || (s->pos.y > GetScreenHeight())) { diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index 23c50281..7d396fd1 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -34,10 +34,10 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves"); - + // Load texture texture to apply shaders Texture2D texture = LoadTexture("resources/space.png"); - + // Load shader and setup location points and values Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); @@ -77,7 +77,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- seconds += GetFrameTime(); - + SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT); //---------------------------------------------------------------------------------- @@ -88,10 +88,10 @@ int main(void) ClearBackground(RAYWHITE); BeginShaderMode(shader); - + DrawTexture(texture, 0, 0, WHITE); DrawTexture(texture, texture.width, 0, WHITE); - + EndShaderMode(); EndDrawing(); @@ -102,7 +102,7 @@ int main(void) //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
