Comments starting with a capital letter, and some minor fixes to adhere to the convention

This commit is contained in:
Jordi Santonja Blanes 2025-10-18 14:48:49 +02:00
parent d64af0a39f
commit 0abc047c84
4 changed files with 14 additions and 14 deletions

View File

@ -11,7 +11,7 @@ varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU, // NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60 // For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel uniform int maxIterations; // Max iterations per pixel
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
@ -28,7 +28,7 @@ void main()
float b = 0.0; float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0 // 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 // 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; int iter = 0;

View File

@ -9,7 +9,7 @@ varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU, // NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60 // For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel uniform int maxIterations; // Max iterations per pixel
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
@ -26,7 +26,7 @@ void main()
float b = 0.0; float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0 // 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 // 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; int iter = 0;

View File

@ -27,7 +27,7 @@ void main()
float b = 0.0; float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function // The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0 // 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 // 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; int iter = 0;

View File

@ -12,7 +12,7 @@
* Example originally created with raylib 5.6, last time updated with raylib 5.6 * Example originally created with raylib 5.6, last time updated with raylib 5.6
* *
* Example contributed by Jordi Santonja (@JordSant) * Example contributed by Jordi Santonja (@JordSant)
* based on previous work by Josh Colclough (@joshcol9232) * Based on previous work by Josh Colclough (@joshcol9232)
* *
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
@ -146,12 +146,12 @@ int main(void)
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{ {
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out // Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed; zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : (1.0f/zoomSpeed);
const Vector2 mousePos = GetMousePosition(); const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity; Vector2 offsetVelocity;
// Find the velocity at which to change the camera. Take the distance of the mouse // Find the velocity at which to change the camera. Take the distance of the mouse
// from the center of the screen as the direction, and adjust magnitude based on the current zoom // From the center of the screen as the direction, and adjust magnitude based on the current zoom
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom; offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom; offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
@ -184,8 +184,8 @@ int main(void)
// Draw a rectangle in shader mode to be used as shader canvas // Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates, // NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord // So shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader) // Do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK); DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode(); EndTextureMode();
@ -196,7 +196,7 @@ int main(void)
// NOTE: We do not invert texture on Y, already considered inside shader // NOTE: We do not invert texture on Y, already considered inside shader
BeginShaderMode(shader); BeginShaderMode(shader);
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered // WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
// when rendering the RenderTexture2D to fit in the HighDPI scaled Window // When rendering the RenderTexture2D to fit in the HighDPI scaled Window
DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE); DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
EndShaderMode(); EndShaderMode();