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| author | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:22:15 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:22:15 +0200 |
| commit | dcd6942ed1ab703625f5c7072cbcfd823c681db7 (patch) | |
| tree | 26adf20c7a1f71cfc986df22c0f5e15520485ec1 /examples | |
| parent | c320a21f2b0e96f7605624e84048ccab9700b516 (diff) | |
| download | raylib-dcd6942ed1ab703625f5c7072cbcfd823c681db7.tar.gz raylib-dcd6942ed1ab703625f5c7072cbcfd823c681db7.zip | |
Fix small bug and spacing
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/resources/shaders/standard.fs | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs index 30c841d2..3c3bef4b 100644 --- a/examples/resources/shaders/standard.fs +++ b/examples/resources/shaders/standard.fs @@ -43,7 +43,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v) // Specular shading float spec = 0.0; - if(diff > 0.0) + if (diff > 0.0) { vec3 h = normalize(-l.direction + v); spec = pow(dot(n, h), 3 + glossiness); @@ -61,7 +61,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v) // Specular shading float spec = 0.0; - if(diff > 0.0) + if (diff > 0.0) { vec3 h = normalize(lightDir + v); spec = pow(dot(n, h), 3 + glossiness); @@ -84,7 +84,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v) float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); attenuation = dot(lightToSurface, -lightDir); float lightToSurfaceAngle = degrees(acos(attenuation)); - if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; + if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; // Combine diffuse and attenuation @@ -92,7 +92,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v) // Specular shading float spec = 0.0; - if(diffAttenuation > 0.0) + if (diffAttenuation > 0.0) { vec3 h = normalize(lightDir + v); spec = pow(dot(n, h), 3 + glossiness); @@ -115,13 +115,13 @@ void main() vec4 texelColor = texture(texture0, fragTexCoord); vec3 lighting = colAmbient.rgb; - for(int i = 0; i < lightsCount; i++) + for (int i = 0; i < lightsCount; i++) { // Check if light is enabled - if(lights[i].enabled == 1) + if (lights[i].enabled == 1) { // Calculate lighting based on light type - switch(lights[i].type) + switch (lights[i].type) { case 0: lighting += CalcPointLight(lights[i], n, v); break; case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; |
