reviewed ALL non-external files to follow raylib's convention of no spaces around / or * (#5153)

This commit is contained in:
JohnnyCena123
2025-08-29 15:53:16 +03:00
committed by GitHub
parent 507c85900f
commit 0e73e0ea64
34 changed files with 122 additions and 122 deletions

View File

@ -127,8 +127,8 @@ int main(void)
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
{
const Vector2 mouseDelta = GetMouseDelta();
camerarot.x = mouseDelta.x * 0.05f;
camerarot.y = mouseDelta.y * 0.05f;
camerarot.x = mouseDelta.x*0.05f;
camerarot.y = mouseDelta.y*0.05f;
}
else
{
@ -138,14 +138,14 @@ int main(void)
UpdateCameraPro(&camera,
(Vector3) {
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down
},
camerarot,
GetMouseWheelMove() * -2.0f); // Move to target (zoom)
GetMouseWheelMove()*-2.0f); // Move to target (zoom)
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;

View File

@ -79,9 +79,9 @@ int main(void)
// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
float c = 3.0f/(3.0f - p.w);
p.x = c * p.x;
p.y = c * p.y;
p.z = c * p.z;
p.x = c*p.x;
p.y = c*p.y;
p.z = c*p.z;
// Split XYZ coordinate and W values later for drawing
transformed[i] = (Vector3){ p.x, p.y, p.z };
@ -125,4 +125,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View File

@ -46,7 +46,7 @@ void main()
light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
lightDot += lights[i].color.rgb*NdotL;
if (NdotL > 0.0)
{
@ -56,8 +56,8 @@ void main()
}
}
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor*(ambient/10.0)*colDiffuse;
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction

View File

@ -20,9 +20,9 @@ varying vec3 fragNormal;
void main()
{
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@ -43,7 +43,7 @@ void main()
light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
lightDot += lights[i].color.rgb*NdotL;
if (NdotL > 0.0)
{
@ -53,8 +53,8 @@ void main()
}
}
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor*(ambient/10.0)*colDiffuse;
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction

View File

@ -16,9 +16,9 @@ varying vec3 fragNormal;
void main()
{
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}