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