diff --git a/examples/shaders/resources/shaders/glsl100/wave.fs b/examples/shaders/resources/shaders/glsl100/wave.fs index 50c4e02f3..cd4ba9de4 100644 --- a/examples/shaders/resources/shaders/glsl100/wave.fs +++ b/examples/shaders/resources/shaders/glsl100/wave.fs @@ -10,7 +10,7 @@ varying vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; -uniform float secondes; +uniform float seconds; uniform vec2 size; @@ -29,8 +29,8 @@ void main() { float boxTop = 0.0; vec2 p = fragTexCoord; - p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth; - p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight; + p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth; + p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight; gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor; } diff --git a/examples/shaders/resources/shaders/glsl330/wave.fs b/examples/shaders/resources/shaders/glsl330/wave.fs index 43efee234..1f22bee09 100644 --- a/examples/shaders/resources/shaders/glsl330/wave.fs +++ b/examples/shaders/resources/shaders/glsl330/wave.fs @@ -11,7 +11,7 @@ uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; -uniform float secondes; +uniform float seconds; uniform vec2 size; @@ -30,8 +30,8 @@ void main() { float boxTop = 0.0; vec2 p = fragTexCoord; - p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth; - p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight; + p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth; + p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight; finalColor = texture(texture0, p)*colDiffuse*fragColor; } diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index a087ec4d0..27ad1f6e4 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -46,7 +46,7 @@ int main(void) // Load shader and setup location points and values Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION)); - int secondsLoc = GetShaderLocation(shader, "secondes"); + int secondsLoc = GetShaderLocation(shader, "seconds"); int freqXLoc = GetShaderLocation(shader, "freqX"); int freqYLoc = GetShaderLocation(shader, "freqY"); int ampXLoc = GetShaderLocation(shader, "ampX"); diff --git a/src/rcore.c b/src/rcore.c index cb3dfe82a..6e5d94964 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -2999,7 +2999,7 @@ int GetFPS(void) #if !defined(SUPPORT_CUSTOM_FRAME_CONTROL) #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures - #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes + #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT) static int index = 0;