From fc0d13256626e18de8fbcdefb262d8655005b561 Mon Sep 17 00:00:00 2001 From: Ethan Conneely Date: Mon, 28 Aug 2023 21:49:45 +0100 Subject: Remove e from secondes (#3270) --- examples/shaders/resources/shaders/glsl100/wave.fs | 6 +++--- examples/shaders/resources/shaders/glsl330/wave.fs | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) (limited to 'examples/shaders/resources') diff --git a/examples/shaders/resources/shaders/glsl100/wave.fs b/examples/shaders/resources/shaders/glsl100/wave.fs index 50c4e02f..cd4ba9de 100644 --- a/examples/shaders/resources/shaders/glsl100/wave.fs +++ b/examples/shaders/resources/shaders/glsl100/wave.fs @@ -10,7 +10,7 @@ varying vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; -uniform float secondes; +uniform float seconds; uniform vec2 size; @@ -29,8 +29,8 @@ void main() { float boxTop = 0.0; vec2 p = fragTexCoord; - p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth; - p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight; + p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth; + p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight; gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor; } diff --git a/examples/shaders/resources/shaders/glsl330/wave.fs b/examples/shaders/resources/shaders/glsl330/wave.fs index 43efee23..1f22bee0 100644 --- a/examples/shaders/resources/shaders/glsl330/wave.fs +++ b/examples/shaders/resources/shaders/glsl330/wave.fs @@ -11,7 +11,7 @@ uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; -uniform float secondes; +uniform float seconds; uniform vec2 size; @@ -30,8 +30,8 @@ void main() { float boxTop = 0.0; vec2 p = fragTexCoord; - p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth; - p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight; + p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth; + p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight; finalColor = texture(texture0, p)*colDiffuse*fragColor; } -- cgit v1.2.3