From d46963a724d9ebec3ac35a9605dbdef8f5918185 Mon Sep 17 00:00:00 2001 From: ggrizzly Date: Thu, 5 Mar 2026 20:20:30 -0500 Subject: [PATCH] updated view --- examples/shaders/shaders_cel_shading.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/examples/shaders/shaders_cel_shading.c b/examples/shaders/shaders_cel_shading.c index 6dfcc7321..cab86a26f 100644 --- a/examples/shaders/shaders_cel_shading.c +++ b/examples/shaders/shaders_cel_shading.c @@ -81,7 +81,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - cel shading"); Camera camera = { 0 }; - camera.position = (Vector3){ 9.0f, 10.0f, 9.0f }; + camera.position = (Vector3){ 9.0f, 6.0f, 9.0f }; camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; @@ -106,7 +106,7 @@ int main(void) // Single directional white light, angled so toon bands are visible on the model sides. // Spins opposite to CAMERA_ORBITAL (0.5 rad/s) so lighting changes as you watch. Light lights[MAX_LIGHTS] = { 0 }; - lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 5.0f, 5.0f, 0.0f }, Vector3Zero(), WHITE, celShader); + lights[0] = CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 50.0f }, Vector3Zero(), WHITE, celShader); bool celEnabled = true; @@ -147,9 +147,9 @@ int main(void) // Spin light opposite to CAMERA_ORBITAL (0.5 rad/s), angled 45 degrees off vertical float t = (float)GetTime(); lights[0].position = (Vector3){ - sinf(-t * 0.5f) * 5.0f, + sinf(-t * 0.3f) * 5.0f, 5.0f, - cosf(-t * 0.5f) * 5.0f + cosf(-t * 0.3f) * 5.0f }; for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(celShader, lights[i]); @@ -176,8 +176,8 @@ int main(void) } DrawModel(model, Vector3Zero(), MODEL.scale, WHITE); - DrawSphereEx(lights[0].position, 0.2f, 10, 10, YELLOW); // Light position indicator - DrawGrid(20, 1.0f); + DrawSphereEx(lights[0].position, 0.2f, 50, 50, YELLOW); // Light position indicator + DrawGrid(10, 10.0f); EndMode3D();