mirror of
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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@ -1,22 +1,22 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - normal map
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
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*k
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********************************************************************************************/
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*
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* raylib [shaders] example - normal map
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <raylib.h>
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@ -115,22 +115,22 @@ int main(void)
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if (IsKeyDown(KEY_LEFT))
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{
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if (lightDir.x < 0.6f)
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lightDir.x += cameraSpeed * 60.0f * dt;
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lightDir.x += cameraSpeed*60.0f*dt;
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}
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if (IsKeyDown(KEY_RIGHT))
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{
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if (lightDir.x > -0.6f)
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lightDir.x -= cameraSpeed * 60.0f * dt;
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lightDir.x -= cameraSpeed*60.0f*dt;
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}
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if (IsKeyDown(KEY_UP))
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{
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if (lightDir.z < 0.6f)
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lightDir.z += cameraSpeed * 60.0f * dt;
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lightDir.z += cameraSpeed*60.0f*dt;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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if (lightDir.z > -0.6f)
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lightDir.z -= cameraSpeed * 60.0f * dt;
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lightDir.z -= cameraSpeed*60.0f*dt;
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}
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lightDir = Vector3Normalize(lightDir);
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lightCam.position = Vector3Scale(lightDir, -15.0f);
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@ -130,12 +130,12 @@ int main(void)
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while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
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{
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spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.x = GetRandomValue(-400, 40)/10.0f;
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spots[i].speed.y = GetRandomValue(-400, 40)/10.0f;
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}
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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spots[i].inner = 28.0f*(i + 1);
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spots[i].radius = 48.0f*(i + 1);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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