diff --git a/examples/models/resources/shaders/glsl330/irradiance.fs b/examples/models/resources/shaders/glsl330/irradiance.fs index b42d2143e..4ef03e052 100644 --- a/examples/models/resources/shaders/glsl330/irradiance.fs +++ b/examples/models/resources/shaders/glsl330/irradiance.fs @@ -15,7 +15,7 @@ in vec3 fragPosition; uniform samplerCube environmentMap; // Constant values -const float PI = 3.14159265359f; +const float PI = 3.14159265359; // Output fragment color out vec4 finalColor; @@ -31,8 +31,8 @@ void main() vec3 right = cross(up, normal); up = cross(normal, right); - float sampleDelta = 0.025f; - float nrSamples = 0.0f; + float sampleDelta = 0.025; + float nrSamples = 0.0; for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta) { diff --git a/examples/models/resources/shaders/glsl330/pbr.vs b/examples/models/resources/shaders/glsl330/pbr.vs index 8bd3faa14..045428c68 100644 --- a/examples/models/resources/shaders/glsl330/pbr.vs +++ b/examples/models/resources/shaders/glsl330/pbr.vs @@ -34,7 +34,7 @@ void main() mat3 normalMatrix = transpose(inverse(mat3(matModel))); // Calculate fragment position based on model transformations - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; diff --git a/examples/models/resources/shaders/glsl330/prefilter.fs b/examples/models/resources/shaders/glsl330/prefilter.fs index 9439810d7..941ea86c0 100644 --- a/examples/models/resources/shaders/glsl330/prefilter.fs +++ b/examples/models/resources/shaders/glsl330/prefilter.fs @@ -18,7 +18,7 @@ uniform samplerCube environmentMap; uniform float roughness; // Constant values -const float PI = 3.14159265359f; +const float PI = 3.14159265359; // Output fragment color out vec4 finalColor; @@ -35,7 +35,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness) float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH*NdotH; - float nom = a2; + float nom = a2; float denom = (NdotH2*(a2 - 1.0) + 1.0); denom = PI*denom*denom; @@ -49,7 +49,7 @@ float RadicalInverse_VdC(uint bits) bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + return float(bits)*2.3283064365386963e-10; // / 0x100000000 } vec2 Hammersley(uint i, uint N) @@ -60,7 +60,7 @@ vec2 Hammersley(uint i, uint N) vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) { float a = roughness*roughness; - float phi = 2.0 * PI * Xi.x; + float phi = 2.0*PI*Xi.x; float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y)); float sinTheta = sqrt(1.0 - cosTheta*cosTheta); diff --git a/examples/shaders/rlights.h b/examples/shaders/rlights.h index b564efc3c..0441062b6 100644 --- a/examples/shaders/rlights.h +++ b/examples/shaders/rlights.h @@ -68,17 +68,11 @@ typedef enum { extern "C" { // Prevents name mangling of functions #endif -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -int lightsCount = 0; // Current amount of created lights - //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations void UpdateLightValues(Shader shader, Light light); // Send light properties to shader -//void InitLightLocations(Shader shader, Light *light); // Init light shader locations #ifdef __cplusplus } @@ -110,7 +104,7 @@ void UpdateLightValues(Shader shader, Light light); // Send light proper //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -// ... +static int lightsCount = 0; // Current amount of created lights //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -142,6 +136,8 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade char posName[32] = "lights[x].position\0"; char targetName[32] = "lights[x].target\0"; char colorName[32] = "lights[x].color\0"; + + // Set location name [x] depending on lights count enabledName[7] = '0' + lightsCount; typeName[7] = '0' + lightsCount; posName[7] = '0' + lightsCount; diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index a5bb145a5..21883efab 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -112,7 +112,7 @@ int main(void) UpdateCamera(&camera); // Update camera // Make the lights do differing orbits - angle -= 0.02; + angle -= 0.02f; lights[0].position.x = cosf(angle)*4.0f; lights[0].position.z = sinf(angle)*4.0f; lights[1].position.x = cosf(-angle*0.6f)*4.0f; @@ -128,8 +128,8 @@ int main(void) UpdateLightValues(shader, lights[3]); // Rotate the torus - modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); - modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); + modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f)); + modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f)); // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; @@ -161,7 +161,7 @@ int main(void) DrawFPS(10, 10); - DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY); + DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/src/textures.c b/src/textures.c index 98b060d7b..1814b203c 100644 --- a/src/textures.c +++ b/src/textures.c @@ -73,7 +73,7 @@ #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2 // Required for: rlLoadTexture() rlDeleteTextures(), - // rlGenerateMipmaps(), some funcs for DrawTexturePro() + // rlGenerateMipmaps(), some funcs for DrawTexturePro() // Support only desired texture formats on stb_image #if !defined(SUPPORT_FILEFORMAT_BMP)