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| author | raysan5 <raysan5@gmail.com> | 2016-01-16 12:52:55 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-01-16 12:52:55 +0100 |
| commit | 183795b8aa78fdf0b8064d72d77eaea8e7b6397b (patch) | |
| tree | 1d18bec6a5510d3c225f05d09cc9649492cb4209 /examples/resources | |
| parent | 91e00431d48ad90602af30ee015922243cf975cd (diff) | |
| download | raylib-183795b8aa78fdf0b8064d72d77eaea8e7b6397b.tar.gz raylib-183795b8aa78fdf0b8064d72d77eaea8e7b6397b.zip | |
Review literals type
Diffstat (limited to 'examples/resources')
| -rw-r--r-- | examples/resources/shaders/phong.fs | 26 | ||||
| -rw-r--r-- | examples/resources/shaders/phong.vs | 5 | ||||
| -rw-r--r-- | examples/resources/shaders/swirl.fs | 6 |
3 files changed, 18 insertions, 19 deletions
diff --git a/examples/resources/shaders/phong.fs b/examples/resources/shaders/phong.fs index 75b7e6d7..f79413d9 100644 --- a/examples/resources/shaders/phong.fs +++ b/examples/resources/shaders/phong.fs @@ -9,16 +9,16 @@ uniform sampler2D texture0; uniform vec4 fragTintColor; // Light attributes -uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0); -uniform vec3 light_diffuseColor = vec3(1, 0.5, 0); -uniform vec3 light_specularColor = vec3(0, 1, 0); -uniform float light_intensity = 1; -uniform float light_specIntensity = 1; +uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0); +uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0); +uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0); +uniform float light_intensity = 1.0; +uniform float light_specIntensity = 1.0; // Material attributes -uniform vec3 mat_ambientColor = vec3(1, 1, 1); -uniform vec3 mat_specularColor = vec3(1, 1, 1); -uniform float mat_glossiness = 50; +uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0); +uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0); +uniform float mat_glossiness = 50.0; // World attributes uniform vec3 lightPos; @@ -29,7 +29,7 @@ out vec4 fragColor; vec3 AmbientLighting() { - return mat_ambientColor * light_ambientColor; + return (mat_ambientColor*light_ambientColor); } vec3 DiffuseLighting(in vec3 N, in vec3 L) @@ -37,15 +37,15 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L) // Lambertian reflection calculation float diffuse = clamp(dot(N, L), 0, 1); - return tintColor.xyz * light_diffuseColor * light_intensity * diffuse; + return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse); } vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) { - float specular = 0; + float specular = 0.0; // Calculate specular reflection only if the surface is oriented to the light source - if(dot(N, L) > 0) + if (dot(N, L) > 0) { // Calculate half vector vec3 H = normalize(L + V); @@ -54,7 +54,7 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) specular = pow(dot(N, H), 3 + mat_glossiness); } - return mat_specularColor * light_specularColor * light_specIntensity * specular; + return (mat_specularColor*light_specularColor*light_specIntensity*specular); } void main() diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/phong.vs index c6ef77de..ee6d34bf 100644 --- a/examples/resources/shaders/phong.vs +++ b/examples/resources/shaders/phong.vs @@ -7,7 +7,6 @@ in vec3 vertexNormal; // Projection and model data uniform mat4 mvpMatrix; - uniform mat4 modelMatrix; // Attributes to fragment shader @@ -21,8 +20,8 @@ void main() // Calculate view vector normal from model mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - fragNormal = normalize(normalMatrix * vertexNormal); + fragNormal = normalize(normalMatrix*vertexNormal); // Calculate final vertex position - gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/resources/shaders/swirl.fs b/examples/resources/shaders/swirl.fs index ace6e79d..f89ef406 100644 --- a/examples/resources/shaders/swirl.fs +++ b/examples/resources/shaders/swirl.fs @@ -9,13 +9,13 @@ uniform vec4 fragTintColor; // NOTE: Add here your custom variables -const float renderWidth = 800; // HARDCODED for example! -const float renderHeight = 480; // Use uniforms instead... +const float renderWidth = 800.0; // HARDCODED for example! +const float renderHeight = 480.0; // Use uniforms instead... float radius = 250.0; float angle = 0.8; -uniform vec2 center = vec2(200, 200); +uniform vec2 center = vec2(200.0, 200.0); void main (void) { |
