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update enum/color names to match c# naming convention

This commit is contained in:
danil 2024-01-14 12:54:02 +02:00
commit 05facaca81
123 changed files with 1822 additions and 1821 deletions

View file

@ -62,14 +62,14 @@ public class TextureWaves
shader,
GetShaderLocation(shader, "size"),
screenSize,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.Float);
float seconds = 0.0f;
@ -83,18 +83,18 @@ public class TextureWaves
//----------------------------------------------------------------------------------
seconds += GetFrameTime();
Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RAYWHITE);
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
DrawTexture(texture, 0, 0, Color.WHITE);
DrawTexture(texture, texture.Width, 0, Color.WHITE);
DrawTexture(texture, 0, 0, Color.White);
DrawTexture(texture, texture.Width, 0, Color.White);
EndShaderMode();