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Merge branch 'master' of https://github.com/raysan5/raylib

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77 geänderte Dateien mit 77 neuen und 77 gelöschten Zeilen
  1. 1 1
      examples/core/resources/distortion100.fs
  2. 1 1
      examples/core/resources/distortion330.fs
  3. 1 1
      examples/models/resources/shaders/glsl330/voxel_lighting.fs
  4. 1 1
      examples/models/resources/shaders/glsl330/voxel_lighting.vs
  5. 1 1
      examples/others/resources/shaders/glsl100/point_particle.fs
  6. 1 1
      examples/others/resources/shaders/glsl100/point_particle.vs
  7. 1 1
      examples/others/resources/shaders/glsl330/point_particle.fs
  8. 1 1
      examples/others/resources/shaders/glsl330/point_particle.vs
  9. 1 1
      examples/shaders/resources/shaders/glsl100/base.fs
  10. 1 1
      examples/shaders/resources/shaders/glsl100/base.vs
  11. 1 1
      examples/shaders/resources/shaders/glsl100/bloom.fs
  12. 1 1
      examples/shaders/resources/shaders/glsl100/blur.fs
  13. 1 1
      examples/shaders/resources/shaders/glsl100/cross_hatching.fs
  14. 1 1
      examples/shaders/resources/shaders/glsl100/cross_stitching.fs
  15. 1 1
      examples/shaders/resources/shaders/glsl100/depth.fs
  16. 1 1
      examples/shaders/resources/shaders/glsl100/dream_vision.fs
  17. 1 1
      examples/shaders/resources/shaders/glsl100/fisheye.fs
  18. 1 1
      examples/shaders/resources/shaders/glsl100/fog.fs
  19. 1 1
      examples/shaders/resources/shaders/glsl100/grayscale.fs
  20. 1 1
      examples/shaders/resources/shaders/glsl100/lighting.fs
  21. 1 1
      examples/shaders/resources/shaders/glsl100/lighting.vs
  22. 1 1
      examples/shaders/resources/shaders/glsl100/lighting_instancing.vs
  23. 1 1
      examples/shaders/resources/shaders/glsl100/lightmap.vs
  24. 1 1
      examples/shaders/resources/shaders/glsl100/mask.fs
  25. 1 1
      examples/shaders/resources/shaders/glsl100/pixelizer.fs
  26. 1 1
      examples/shaders/resources/shaders/glsl100/posterization.fs
  27. 1 1
      examples/shaders/resources/shaders/glsl100/predator.fs
  28. 1 1
      examples/shaders/resources/shaders/glsl100/scanlines.fs
  29. 1 1
      examples/shaders/resources/shaders/glsl100/sobel.fs
  30. 1 1
      examples/shaders/resources/shaders/glsl100/swirl.fs
  31. 1 1
      examples/shaders/resources/shaders/glsl100/tiling.fs
  32. 1 1
      examples/shaders/resources/shaders/glsl120/base.fs
  33. 1 1
      examples/shaders/resources/shaders/glsl120/base.vs
  34. 1 1
      examples/shaders/resources/shaders/glsl120/bloom.fs
  35. 1 1
      examples/shaders/resources/shaders/glsl120/blur.fs
  36. 1 1
      examples/shaders/resources/shaders/glsl120/cross_hatching.fs
  37. 1 1
      examples/shaders/resources/shaders/glsl120/cross_stitching.fs
  38. 1 1
      examples/shaders/resources/shaders/glsl120/dream_vision.fs
  39. 1 1
      examples/shaders/resources/shaders/glsl120/fisheye.fs
  40. 1 1
      examples/shaders/resources/shaders/glsl120/fog.fs
  41. 1 1
      examples/shaders/resources/shaders/glsl120/grayscale.fs
  42. 1 1
      examples/shaders/resources/shaders/glsl120/lighting.fs
  43. 1 1
      examples/shaders/resources/shaders/glsl120/lighting.vs
  44. 1 1
      examples/shaders/resources/shaders/glsl120/lightmap.vs
  45. 1 1
      examples/shaders/resources/shaders/glsl120/pixelizer.fs
  46. 1 1
      examples/shaders/resources/shaders/glsl120/posterization.fs
  47. 1 1
      examples/shaders/resources/shaders/glsl120/predator.fs
  48. 1 1
      examples/shaders/resources/shaders/glsl120/scanlines.fs
  49. 1 1
      examples/shaders/resources/shaders/glsl120/shadowmap.vs
  50. 1 1
      examples/shaders/resources/shaders/glsl120/sobel.fs
  51. 1 1
      examples/shaders/resources/shaders/glsl120/swirl.fs
  52. 1 1
      examples/shaders/resources/shaders/glsl330/base.fs
  53. 1 1
      examples/shaders/resources/shaders/glsl330/base.vs
  54. 1 1
      examples/shaders/resources/shaders/glsl330/bloom.fs
  55. 1 1
      examples/shaders/resources/shaders/glsl330/blur.fs
  56. 1 1
      examples/shaders/resources/shaders/glsl330/cross_hatching.fs
  57. 1 1
      examples/shaders/resources/shaders/glsl330/cross_stitching.fs
  58. 1 1
      examples/shaders/resources/shaders/glsl330/depth.fs
  59. 1 1
      examples/shaders/resources/shaders/glsl330/dream_vision.fs
  60. 1 1
      examples/shaders/resources/shaders/glsl330/fisheye.fs
  61. 1 1
      examples/shaders/resources/shaders/glsl330/fog.fs
  62. 1 1
      examples/shaders/resources/shaders/glsl330/grayscale.fs
  63. 1 1
      examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
  64. 1 1
      examples/shaders/resources/shaders/glsl330/lighting.fs
  65. 1 1
      examples/shaders/resources/shaders/glsl330/lighting.vs
  66. 1 1
      examples/shaders/resources/shaders/glsl330/lighting_instancing.vs
  67. 1 1
      examples/shaders/resources/shaders/glsl330/overdraw.fs
  68. 1 1
      examples/shaders/resources/shaders/glsl330/pixelizer.fs
  69. 1 1
      examples/shaders/resources/shaders/glsl330/posterization.fs
  70. 1 1
      examples/shaders/resources/shaders/glsl330/predator.fs
  71. 1 1
      examples/shaders/resources/shaders/glsl330/scanlines.fs
  72. 1 1
      examples/shaders/resources/shaders/glsl330/shadowmap.vs
  73. 1 1
      examples/shaders/resources/shaders/glsl330/sobel.fs
  74. 1 1
      examples/shaders/resources/shaders/glsl330/spotlight.fs
  75. 1 1
      examples/shaders/resources/shaders/glsl330/swirl.fs
  76. 1 1
      examples/text/resources/shaders/glsl100/sdf.fs
  77. 1 1
      examples/text/resources/shaders/glsl330/sdf.fs

+ 1 - 1
examples/core/resources/distortion100.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 uniform vec2 leftLensCenter;
 uniform vec2 rightLensCenter;
 uniform vec2 leftScreenCenter;

+ 1 - 1
examples/core/resources/distortion330.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 uniform vec2 leftLensCenter = vec2(0.288, 0.5);
 uniform vec2 rightLensCenter = vec2(0.712, 0.5);
 uniform vec2 leftScreenCenter = vec2(0.25, 0.5);

+ 1 - 1
examples/models/resources/shaders/glsl330/voxel_lighting.fs

@@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/models/resources/shaders/glsl330/voxel_lighting.vs

@@ -17,7 +17,7 @@ out vec3 fragPosition;
 out vec4 fragColor;
 out vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/others/resources/shaders/glsl100/point_particle.fs

@@ -5,7 +5,7 @@ precision mediump float;
 // Input uniform values
 uniform vec4 color;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/others/resources/shaders/glsl100/point_particle.vs

@@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
 uniform mat4 mvp;
 uniform float currentTime;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/others/resources/shaders/glsl330/point_particle.fs

@@ -6,7 +6,7 @@ uniform vec4 color;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/others/resources/shaders/glsl330/point_particle.vs

@@ -7,7 +7,7 @@ in vec3 vertexPosition;
 uniform mat4 mvp;
 uniform float currentTime;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/base.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/base.vs

@@ -13,7 +13,7 @@ uniform mat4 mvp;
 varying vec2 fragTexCoord;
 varying vec4 fragColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/bloom.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 const vec2 size = vec2(800, 450);   // render size
 const float samples = 5.0;          // pixels per axis; higher = bigger glow, worse performance

+ 1 - 1
examples/shaders/resources/shaders/glsl100/blur.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/cross_hatching.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float hatchOffsetY = 5.0;
 float lumThreshold01 = 0.9;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/cross_stitching.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/depth.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;     // Depth texture
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/dream_vision.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/fisheye.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 const float PI = 3.1415926535;
 

+ 1 - 1
examples/shaders/resources/shaders/glsl100/fog.fs

@@ -12,7 +12,7 @@ varying vec3 fragNormal;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/shaders/resources/shaders/glsl100/grayscale.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/lighting.fs

@@ -12,7 +12,7 @@ varying vec3 fragNormal;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/shaders/resources/shaders/glsl100/lighting.vs

@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
 varying vec4 fragColor;
 varying vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // https://github.com/glslify/glsl-inverse
 mat3 inverse(mat3 m)

+ 1 - 1
examples/shaders/resources/shaders/glsl100/lighting_instancing.vs

@@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
 varying vec4 fragColor;
 varying vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/lightmap.vs

@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
 varying vec2 fragTexCoord2;
 varying vec4 fragColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/mask.fs

@@ -12,7 +12,7 @@ uniform sampler2D mask;
 uniform vec4 colDiffuse;
 uniform int frame;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/pixelizer.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/posterization.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float gamma = 0.6;
 float numColors = 8.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/predator.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/scanlines.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float offset = 0.0;
 float frequency = 450.0/3.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/sobel.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 vec2 resolution = vec2(800.0, 450.0);
 
 void main()

+ 1 - 1
examples/shaders/resources/shaders/glsl100/swirl.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values should be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl100/tiling.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 uniform vec2 tiling;
 
 void main()

+ 1 - 1
examples/shaders/resources/shaders/glsl120/base.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 uniform vec2 resolution = vec2(800, 450);
 
 void main()

+ 1 - 1
examples/shaders/resources/shaders/glsl120/base.vs

@@ -13,7 +13,7 @@ uniform mat4 mvp;
 varying vec2 fragTexCoord;
 varying vec4 fragColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/bloom.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 const vec2 size = vec2(800, 450);   // Framebuffer size
 const float samples = 5.0;          // Pixels per axis; higher = bigger glow, worse performance

+ 1 - 1
examples/shaders/resources/shaders/glsl120/blur.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl120/cross_hatching.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float hatchOffsetY = 5.0;
 float lumThreshold01 = 0.9;

+ 1 - 1
examples/shaders/resources/shaders/glsl120/cross_stitching.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl120/dream_vision.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/fisheye.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 const float PI = 3.1415926535;
 

+ 1 - 1
examples/shaders/resources/shaders/glsl120/fog.fs

@@ -10,7 +10,7 @@ varying vec3 fragNormal;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/shaders/resources/shaders/glsl120/grayscale.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/lighting.fs

@@ -10,7 +10,7 @@ varying vec3 fragNormal;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/shaders/resources/shaders/glsl120/lighting.vs

@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
 varying vec4 fragColor;
 varying vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // https://github.com/glslify/glsl-inverse
 mat3 inverse(mat3 m)

+ 1 - 1
examples/shaders/resources/shaders/glsl120/lightmap.vs

@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
 varying vec2 fragTexCoord2;
 varying vec4 fragColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/pixelizer.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl120/posterization.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float gamma = 0.6;
 float numColors = 8.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl120/predator.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/scanlines.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float offset = 0.0;
 float frequency = 450.0/3.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl120/shadowmap.vs

@@ -17,7 +17,7 @@ varying vec2 fragTexCoord;
 varying vec4 fragColor;
 varying vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/sobel.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 vec2 resolution = vec2(800.0, 450.0);
 
 void main()

+ 1 - 1
examples/shaders/resources/shaders/glsl120/swirl.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values should be passed from code
 const float renderWidth = 800;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/base.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/base.vs

@@ -13,7 +13,7 @@ uniform mat4 mvp;
 out vec2 fragTexCoord;
 out vec4 fragColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/bloom.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 const vec2 size = vec2(800, 450);   // Framebuffer size
 const float samples = 5.0;          // Pixels per axis; higher = bigger glow, worse performance

+ 1 - 1
examples/shaders/resources/shaders/glsl330/blur.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/cross_hatching.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float hatchOffsetY = 5.0;
 float lumThreshold01 = 0.9;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/cross_stitching.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/depth.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/dream_vision.fs

@@ -7,7 +7,7 @@ out vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/fisheye.fs

@@ -7,7 +7,7 @@ out vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 const float PI = 3.1415926535;
 

+ 1 - 1
examples/shaders/resources/shaders/glsl330/fog.fs

@@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/shaders/resources/shaders/glsl330/grayscale.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/hybrid_raster.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 //out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/lighting.fs

@@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define     MAX_LIGHTS              4
 #define     LIGHT_DIRECTIONAL       0

+ 1 - 1
examples/shaders/resources/shaders/glsl330/lighting.vs

@@ -17,7 +17,7 @@ out vec2 fragTexCoord;
 out vec4 fragColor;
 out vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/lighting_instancing.vs

@@ -18,7 +18,7 @@ out vec2 fragTexCoord;
 out vec4 fragColor;
 out vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/overdraw.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/pixelizer.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/posterization.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 float gamma = 0.6;
 float numColors = 8.0;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/predator.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/scanlines.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values must be passed from code
 const float renderWidth = 800;

+ 1 - 1
examples/shaders/resources/shaders/glsl330/shadowmap.vs

@@ -17,7 +17,7 @@ out vec2 fragTexCoord;
 out vec4 fragColor;
 out vec3 fragNormal;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/sobel.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 uniform vec2 resolution = vec2(800, 450);
 
 void main()

+ 1 - 1
examples/shaders/resources/shaders/glsl330/spotlight.fs

@@ -7,7 +7,7 @@ in vec4 fragColor;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 #define MAX_SPOTS   3
 

+ 1 - 1
examples/shaders/resources/shaders/glsl330/swirl.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 // NOTE: Render size values should be passed from code
 const float renderWidth = 800;

+ 1 - 1
examples/text/resources/shaders/glsl100/sdf.fs

@@ -10,7 +10,7 @@ varying vec4 fragColor;
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 const float smoothing = 1.0/16.0;
 
 void main()

+ 1 - 1
examples/text/resources/shaders/glsl330/sdf.fs

@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
 // Output fragment color
 out vec4 finalColor;
 
-// NOTE: Add here your custom variables
+// NOTE: Add your custom variables here
 
 void main()
 {