Fix build errors by using C string literals

I used c++ style and it compiled locally but failed on the test
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PanicTitan 2026-08-05 00:28:09 -03:00 • committed by GitHub
commit 41d9453ef4
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@ -39,104 +39,101 @@
//--------------------------------------------------------------------------------------
// Forward Vertex Shader
static const char *multiLightVS = GLSL_VERSION R"(
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
out vec3 fragPosition;
out vec3 fragNormal;
out vec2 fragTexCoord;
uniform mat4 mvp;
uniform mat4 matModel;
void main() {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
)";
static const char *multiLightVS = GLSL_VERSION
"in vec3 vertexPosition;\n"
"in vec2 vertexTexCoord;\n"
"in vec3 vertexNormal;\n"
"\n"
"out vec3 fragPosition;\n"
"out vec3 fragNormal;\n"
"out vec2 fragTexCoord;\n"
"\n"
"uniform mat4 mvp;\n"
"uniform mat4 matModel;\n"
"\n"
"void main() {\n"
" fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));\n"
" fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));\n"
" fragTexCoord = vertexTexCoord;\n"
" gl_Position = mvp * vec4(vertexPosition, 1.0);\n"
"}\n";
// Forward Fragment Shader (Point Light Falloff & Blinn-Phong Specular)
static const char *multiLightFS = GLSL_VERSION R"(
in vec3 fragPosition;
in vec3 fragNormal;
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main() {
vec4 texColor = texture(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
// Dark ambient baseline
vec3 ambient = 0.05 * texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++) {
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
// Attenuation calculation
float attenuation = 1.0 / (1.0 + 0.8 * dist + 0.4 * dist * dist);
// Diffuse Shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff * lightColors[i] * attenuation * 1.2;
// Blinn-Phong Specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec * lightColors[i] * attenuation * 0.8;
}
vec3 result = ambient + (totalDiffuse * texColor.rgb) + totalSpecular;
finalColor = vec4(result, texColor.a);
}
)";
static const char *multiLightFS = GLSL_VERSION
"in vec3 fragPosition;\n"
"in vec3 fragNormal;\n"
"in vec2 fragTexCoord;\n"
"\n"
"out vec4 finalColor;\n"
"\n"
"uniform sampler2D texture0;\n"
"uniform vec3 viewPos;\n"
"uniform vec3 lightPositions[8];\n"
"uniform vec3 lightColors[8];\n"
"\n"
"void main() {\n"
" vec4 texColor = texture(texture0, fragTexCoord);\n"
" vec3 norm = normalize(fragNormal);\n"
" vec3 viewDir = normalize(viewPos - fragPosition);\n"
"\n"
" // Dark ambient baseline\n"
" vec3 ambient = 0.05 * texColor.rgb;\n"
" vec3 totalDiffuse = vec3(0.0);\n"
" vec3 totalSpecular = vec3(0.0);\n"
"\n"
" for (int i = 0; i < 8; i++) {\n"
" vec3 lightDir = normalize(lightPositions[i] - fragPosition);\n"
" float dist = length(lightPositions[i] - fragPosition);\n"
" \n"
" // Attenuation calculation\n"
" float attenuation = 1.0 / (1.0 + 0.8 * dist + 0.4 * dist * dist);\n"
"\n"
" // Diffuse Shading\n"
" float diff = max(dot(norm, lightDir), 0.0);\n"
" totalDiffuse += diff * lightColors[i] * attenuation * 1.2;\n"
"\n"
" // Blinn-Phong Specular\n"
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
" float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);\n"
" totalSpecular += spec * lightColors[i] * attenuation * 0.8;\n"
" }\n"
"\n"
" vec3 result = ambient + (totalDiffuse * texColor.rgb) + totalSpecular;\n"
" finalColor = vec4(result, texColor.a);\n"
"}\n";
// Tone-Mapped Kawase Bloom Fragment Shader
static const char *bloomFS = GLSL_VERSION R"(
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
void main() {
vec2 uv = fragTexCoord;
vec4 color = texture(texture0, uv);
// High-pass threshold check (pixels brighter than 0.75)
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0 / 1280.0, 1.0 / 720.0) * 2.5;
for (int x = -2; x <= 2; x++) {
for (int y = -2; y <= 2; y++) {
vec4 smp = texture(texture0, uv + vec2(x, y) * texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with soft bloom glow
vec3 HDR = color.rgb + bloom.rgb * 1.2;
// Reinhard Tone Mapping
vec3 LDR = HDR / (HDR + vec3(1.0));
finalColor = vec4(LDR, color.a);
}
)";
static const char *bloomFS = GLSL_VERSION
"in vec2 fragTexCoord;\n"
"out vec4 finalColor;\n"
"\n"
"uniform sampler2D texture0;\n"
"\n"
"void main() {\n"
" vec2 uv = fragTexCoord;\n"
" vec4 color = texture(texture0, uv);\n"
"\n"
" // High-pass threshold check (pixels brighter than 0.75)\n"
" vec4 bloom = vec4(0.0);\n"
" vec2 texel = vec2(1.0 / 1280.0, 1.0 / 720.0) * 2.5;\n"
"\n"
" for (int x = -2; x <= 2; x++) {\n"
" for (int y = -2; y <= 2; y++) {\n"
" vec4 smp = texture(texture0, uv + vec2(x, y) * texel);\n"
" float brightness = max(smp.r, max(smp.g, smp.b));\n"
" if (brightness > 0.75) bloom += smp;\n"
" }\n"
" }\n"
" bloom /= 25.0;\n"
"\n"
" // Combine original with soft bloom glow\n"
" vec3 HDR = color.rgb + bloom.rgb * 1.2;\n"
"\n"
" // Reinhard Tone Mapping\n"
" vec3 LDR = HDR / (HDR + vec3(1.0));\n"
"\n"
" finalColor = vec4(LDR, color.a);\n"
"}\n";
//--------------------------------------------------------------------------------------
// Types and Structures Definition
@ -311,4 +308,4 @@ void UpdateDrawFrame(void)
EndDrawing();
//----------------------------------------------------------------------------------
}
}