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

@ -1,22 +1,22 @@
/*******************************************************************************************
*
* raylib [shaders] example - normal map
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*k
********************************************************************************************/
*
* raylib [shaders] example - normal map
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>

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@ -115,22 +115,22 @@ int main(void)
if (IsKeyDown(KEY_LEFT))
{
if (lightDir.x < 0.6f)
lightDir.x += cameraSpeed * 60.0f * dt;
lightDir.x += cameraSpeed*60.0f*dt;
}
if (IsKeyDown(KEY_RIGHT))
{
if (lightDir.x > -0.6f)
lightDir.x -= cameraSpeed * 60.0f * dt;
lightDir.x -= cameraSpeed*60.0f*dt;
}
if (IsKeyDown(KEY_UP))
{
if (lightDir.z < 0.6f)
lightDir.z += cameraSpeed * 60.0f * dt;
lightDir.z += cameraSpeed*60.0f*dt;
}
if (IsKeyDown(KEY_DOWN))
{
if (lightDir.z > -0.6f)
lightDir.z -= cameraSpeed * 60.0f * dt;
lightDir.z -= cameraSpeed*60.0f*dt;
}
lightDir = Vector3Normalize(lightDir);
lightCam.position = Vector3Scale(lightDir, -15.0f);

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@ -130,12 +130,12 @@ int main(void)
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
{
spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.x = GetRandomValue(-400, 40)/10.0f;
spots[i].speed.y = GetRandomValue(-400, 40)/10.0f;
}
spots[i].inner = 28.0f * (i + 1);
spots[i].radius = 48.0f * (i + 1);
spots[i].inner = 28.0f*(i + 1);
spots[i].radius = 48.0f*(i + 1);
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);