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authorraysan5 <raysan5@gmail.com>2016-01-16 12:52:55 +0100
committerraysan5 <raysan5@gmail.com>2016-01-16 12:52:55 +0100
commit183795b8aa78fdf0b8064d72d77eaea8e7b6397b (patch)
tree1d18bec6a5510d3c225f05d09cc9649492cb4209 /examples/resources
parent91e00431d48ad90602af30ee015922243cf975cd (diff)
downloadraylib-183795b8aa78fdf0b8064d72d77eaea8e7b6397b.tar.gz
raylib-183795b8aa78fdf0b8064d72d77eaea8e7b6397b.zip
Review literals type
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/phong.fs26
-rw-r--r--examples/resources/shaders/phong.vs5
-rw-r--r--examples/resources/shaders/swirl.fs6
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)
{