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refactor to follow the CONVENTIONS.md (#5530)

Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
pull/5531/head
Maicon Santana 6 дней назад
committed by GitHub
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Сommit
d4f636151b
Не найден GPG ключ соответствующий данной подписи Идентификатор GPG ключа: B5690EEEBB952194
7 измененных файлов: 10 добавлений и 10 удалений
  1. +1
    -1
      examples/shaders/resources/shaders/glsl100/deferred_shading.fs
  2. +1
    -1
      examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs
  3. +1
    -1
      examples/shaders/resources/shaders/glsl120/deferred_shading.fs
  4. +1
    -1
      examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs
  5. +1
    -1
      examples/shaders/resources/shaders/glsl330/deferred_shading.fs
  6. +1
    -1
      examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs
  7. +4
    -4
      src/rcore.c

+ 1
- 1
examples/shaders/resources/shaders/glsl100/deferred_shading.fs Просмотреть файл

@ -36,7 +36,7 @@ void main()
vec3 ambient = albedo*vec3(0.1);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; i++)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs Просмотреть файл

@ -34,7 +34,7 @@ void main()
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
for (int iter = 0; iter < maxIterationsLimit; ++iter)
for (int iter = 0; iter < maxIterationsLimit; iter++)
{
float aa = a*a;
float bb = b*b;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/deferred_shading.fs Просмотреть файл

@ -34,7 +34,7 @@ void main()
vec3 ambient = albedo*vec3(0.1);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; i++)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs Просмотреть файл

@ -41,7 +41,7 @@ void main()
a = aa - bb + c.x;
b = twoab + c.y;
++iter;
iter++;
}
if (iter >= maxIterations)

+ 1
- 1
examples/shaders/resources/shaders/glsl330/deferred_shading.fs Просмотреть файл

@ -32,7 +32,7 @@ void main() {
vec3 ambient = albedo*vec3(0.1f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; i++)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs Просмотреть файл

@ -31,7 +31,7 @@ void main()
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
int iter = 0;
for (iter = 0; iter < maxIterations; ++iter)
for (iter = 0; iter < maxIterations; iter++)
{
float aa = a*a;
float bb = b*b;

+ 4
- 4
src/rcore.c Просмотреть файл

@ -2662,7 +2662,7 @@ const char *GetApplicationDirectory(void)
if (len > 0)
{
for (int i = len; i >= 0; o">--i)
for (int i = len; i >= 0; n">i--)
{
if (appDir[i] == '\\')
{
@ -2684,7 +2684,7 @@ const char *GetApplicationDirectory(void)
if (len > 0)
{
for (int i = len; i >= 0; o">--i)
for (int i = len; i >= 0; n">i--)
{
if (appDir[i] == '/')
{
@ -2706,7 +2706,7 @@ const char *GetApplicationDirectory(void)
if (_NSGetExecutablePath(appDir, &size) == 0)
{
int appDirLength = (int)strlen(appDir);
for (int i = appDirLength; i >= 0; o">--i)
for (int i = appDirLength; i >= 0; n">i--)
{
if (appDir[i] == '/')
{
@ -2729,7 +2729,7 @@ const char *GetApplicationDirectory(void)
if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0)
{
int appDirLength = (int)strlen(appDir);
for (int i = appDirLength; i >= 0; o">--i)
for (int i = appDirLength; i >= 0; n">i--)
{
if (appDir[i] == '/')
{

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