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

@ -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);
}