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Remove e from secondes #3270

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Aug 28, 2023
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6 changes: 3 additions & 3 deletions examples/shaders/resources/shaders/glsl100/wave.fs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;

uniform float secondes;
uniform float seconds;

uniform vec2 size;

Expand All @@ -29,8 +29,8 @@ void main() {
float boxTop = 0.0;

vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;

gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}
6 changes: 3 additions & 3 deletions examples/shaders/resources/shaders/glsl330/wave.fs
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;

uniform float secondes;
uniform float seconds;

uniform vec2 size;

Expand All @@ -30,8 +30,8 @@ void main() {
float boxTop = 0.0;

vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;

finalColor = texture(texture0, p)*colDiffuse*fragColor;
}
2 changes: 1 addition & 1 deletion examples/shaders/shaders_texture_waves.c
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ int main(void)
// Load shader and setup location points and values
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));

int secondsLoc = GetShaderLocation(shader, "secondes");
int secondsLoc = GetShaderLocation(shader, "seconds");
int freqXLoc = GetShaderLocation(shader, "freqX");
int freqYLoc = GetShaderLocation(shader, "freqY");
int ampXLoc = GetShaderLocation(shader, "ampX");
Expand Down
2 changes: 1 addition & 1 deletion src/rcore.c
Original file line number Diff line number Diff line change
Expand Up @@ -2999,7 +2999,7 @@ int GetFPS(void)

#if !defined(SUPPORT_CUSTOM_FRAME_CONTROL)
#define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
#define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes
#define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 milliseconds
#define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)

static int index = 0;
Expand Down
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