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https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
reviewed ALL non-external files to follow raylib's convention of no spaces around / or * (#5153)
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@ -46,7 +46,7 @@ void main()
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light = normalize(lights[i].position - fragPosition);
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb * NdotL;
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lightDot += lights[i].color.rgb*NdotL;
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if (NdotL > 0.0)
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{
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@ -56,8 +56,8 @@ void main()
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}
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}
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vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
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finalColor += fragColor * (ambient / 10.0) * colDiffuse;
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vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += fragColor*(ambient/10.0)*colDiffuse;
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finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
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@ -20,9 +20,9 @@ varying vec3 fragNormal;
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void main()
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{
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -43,7 +43,7 @@ void main()
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light = normalize(lights[i].position - fragPosition);
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb * NdotL;
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lightDot += lights[i].color.rgb*NdotL;
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if (NdotL > 0.0)
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{
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@ -53,8 +53,8 @@ void main()
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}
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}
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vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
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finalColor += fragColor * (ambient / 10.0) * colDiffuse;
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vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += fragColor*(ambient/10.0)*colDiffuse;
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finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
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@ -16,9 +16,9 @@ varying vec3 fragNormal;
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void main()
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{
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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