diff options
Diffstat (limited to 'examples/shaders/shaders_spotlight.c')
| -rw-r--r-- | examples/shaders/shaders_spotlight.c | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 40fd2317..892093d7 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -116,22 +116,22 @@ int main(void) float sw = (float)GetScreenWidth(); SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT); - // Randomise the locations and velocities of the spotlights - // and initialise the shader locations + // Randomize the locations and velocities of the spotlights + // and initialize the shader locations for (int i = 0; i < MAX_SPOTS; i++) { - spots[i].pos.x = GetRandomValue(64, screenWidth - 64); - spots[i].pos.y = GetRandomValue(64, screenHeight - 64); + spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f); + spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f); 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].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f; + spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f; } - spots[i].inner = 28 * (i + 1); - spots[i].radius = 48 * (i + 1); + spots[i].inner = 28.0f * (i + 1); + spots[i].radius = 48.0f * (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); @@ -184,14 +184,14 @@ int main(void) for (int n = 0; n < MAX_STARS; n++) { // Single pixel is just too small these days! - DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE); + DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE); } for (int i = 0; i < 16; i++) { DrawTexture(texRay, - (screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32, - (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE); + (screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32, + (screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE); } // Draw spot lights |
