diff --git a/freeglut/freeglut/progs/demos/shapes/shapes.c b/freeglut/freeglut/progs/demos/shapes/shapes.c index 4f0e904..2ed6fc9 100644 --- a/freeglut/freeglut/progs/demos/shapes/shapes.c +++ b/freeglut/freeglut/progs/demos/shapes/shapes.c @@ -153,9 +153,9 @@ const ourGLchar *vertexShaderSource[] = { " */", "attribute vec3 fg_coord;", "attribute vec3 fg_normal;", - "varying vec4 position; // position of the vertex (and fragment) in world space", - "varying vec3 varyingNormalDirection; // surface normal vector in world space", - "uniform mat4 m, p; // don't need v, as always identity in our demo", + "varying vec4 position; /* position of the vertex (and fragment) in world space */", + "varying vec3 varyingNormalDirection; /* surface normal vector in world space */", + "uniform mat4 m, p; /* don't need v, as always identity in our demo */", "uniform mat3 m_3x3_inv_transp;", " ", "void main()", @@ -164,7 +164,7 @@ const ourGLchar *vertexShaderSource[] = { " position = m * fg_coord4;", " varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);", " ", - " mat4 mvp = p*m; // normally p*v*m", + " mat4 mvp = p*m; /* normally p*v*m */", " gl_Position = mvp * fg_coord4;", "}" }; @@ -175,9 +175,9 @@ const ourGLchar *fragmentShaderSource[] = { " * This file is in the public domain.", " * Contributors: Martin Kraus, Sylvain Beucler", " */", - "varying vec4 position; // position of the vertex (and fragment) in world space", - "varying vec3 varyingNormalDirection; // surface normal vector in world space", - "//uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix", + "varying vec4 position; /* position of the vertex (and fragment) in world space */", + "varying vec3 varyingNormalDirection; /* surface normal vector in world space */", + "/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */", " ", "struct lightSource", "{", @@ -215,17 +215,17 @@ const ourGLchar *fragmentShaderSource[] = { "void main()", "{", " vec3 normalDirection = normalize(varyingNormalDirection);", - " //vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));", - " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); // in this demo, the view matrix is always an identity matrix", + " /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */", + " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */", " vec3 lightDirection;", " float attenuation;", " ", - " if (0.0 == light0.position.w) // directional light?", + " if (0.0 == light0.position.w) /* directional light? */", " {", - " attenuation = 1.0; // no attenuation", + " attenuation = 1.0; /* no attenuation */", " lightDirection = normalize(vec3(light0.position));", " } ", - " else // point light or spotlight (or other kind of light) ", + " else /* point light or spotlight (or other kind of light) */", " {", " vec3 positionToLightSource = vec3(light0.position - position);", " float distance = length(positionToLightSource);", @@ -234,10 +234,10 @@ const ourGLchar *fragmentShaderSource[] = { " + light0.linearAttenuation * distance", " + light0.quadraticAttenuation * distance * distance);", " ", - " if (light0.spotCutoff <= 90.0) // spotlight?", + " if (light0.spotCutoff <= 90.0) /* spotlight? */", " {", " float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));", - " if (clampedCosine < cos(radians(light0.spotCutoff))) // outside of spotlight cone?", + " if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */", " {", " attenuation = 0.0;", " }", @@ -255,11 +255,11 @@ const ourGLchar *fragmentShaderSource[] = { " * max(0.0, dot(normalDirection, lightDirection));", " ", " vec3 specularReflection;", - " if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?", + " if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */", " {", - " specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection", + " specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */", " }", - " else // light source on the right side", + " else /* light source on the right side */", " {", " specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ", " * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);", @@ -297,7 +297,7 @@ GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isA GLuint program; GLint attribute_fg_coord = -1, attribute_fg_normal = -1; GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1; -GLint shaderReady = 0; // Set to 1 when all initialization went well, to -1 when somehow unusable. +GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */ @@ -610,7 +610,7 @@ static void display(void) if (useShader && shaderReady) { - // setup use of shader (and vertex buffer by FreeGLUT) + /* setup use of shader (and vertex buffer by FreeGLUT) */ gl_UseProgram (program); glutSetVertexAttribCoord3(attribute_fg_coord); glutSetVertexAttribNormal(attribute_fg_normal);