Remove trail spaces

This commit is contained in:
Ray 2021-04-22 18:55:24 +02:00
parent f92ee46d86
commit dcf52c132f
61 changed files with 565 additions and 565 deletions

View file

@ -49,7 +49,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
// Define the camera to look into our 3d world
Camera camera = {
Camera camera = {
(Vector3){ 2.0f, 2.0f, 6.0f }, // position
(Vector3){ 0.0f, 0.5f, 0.0f }, // target
(Vector3){ 0.0f, 1.0f, 0.0f }, // up
@ -67,7 +67,7 @@ int main(void)
modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
@ -75,7 +75,7 @@ int main(void)
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
float fogDensity = 0.15f;
int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
@ -100,18 +100,18 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyDown(KEY_UP))
if (IsKeyDown(KEY_UP))
{
fogDensity += 0.001;
if (fogDensity > 1.0) fogDensity = 1.0;
}
if (IsKeyDown(KEY_DOWN))
{
fogDensity -= 0.001;
if (fogDensity < 0.0) fogDensity = 0.0;
}
SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// Rotate the torus