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Diffstat (limited to 'examples/shaders/shaders_spotlight.c')
-rw-r--r--examples/shaders/shaders_spotlight.c22
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