Tweaked grammar in shaders_basic_pbr.c

All that was done is fixing some of the grammar within the comments. Other than that, nothing else is changed

-Mute
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Mute 2024-01-10 21:59:45 +01:00 committed by GitHub
parent 2c124c96df
commit e88ad31f07
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@ -94,9 +94,10 @@ int main()
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load PBR shader and setup all required locations // Load the PBR shader and setup all required locations
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap"); shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap");
// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
@ -105,11 +106,11 @@ int main()
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
// WARNING: Similar to the MRA map, the emissive map packs different information // WARNING: Similar to the MRA map, the emissive map packs different information
// into a single texture: it stores height and emission data // into a single texture: it stores height and emission data
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader // It is binded to the SHADER_LOC_MAP_EMISSION location and properly processed on the shader
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor");
// Setup additional required shader locations, including lights data // Setup additional required shader locations, including the lights data
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
int lightCountLoc = GetShaderLocation(shader, "numOfLights"); int lightCountLoc = GetShaderLocation(shader, "numOfLights");
int maxLightCount = MAX_LIGHTS; int maxLightCount = MAX_LIGHTS;
@ -122,7 +123,7 @@ int main()
SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3); SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3);
SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT);
// Get location for shader parameters that can be modified in real time // Get the location for shader parameters that can be modified in real time
int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
int textureTilingLoc = GetShaderLocation(shader, "tiling"); int textureTilingLoc = GetShaderLocation(shader, "tiling");