Remove more reserved identifiers (#6925)

This commit is contained in:
Sylvain Becker
2022-12-29 22:58:16 +01:00
committed by GitHub
parent ce412c2c71
commit d7d3c22dbf
29 changed files with 517 additions and 517 deletions

View File

@@ -262,7 +262,7 @@ link_program(struct shader_data *data)
/* 3D data. Vertex range -0.5..0.5 in all axes.
* Z -0.5 is near, 0.5 is far. */
const float _vertices[] = {
const float g_vertices[] = {
/* Front face. */
/* Bottom left */
-0.5,
@@ -391,7 +391,7 @@ const float _vertices[] = {
0.5,
};
const float _colors[] = {
const float g_colors[] = {
/* Front face */
/* Bottom left */
1.0, 0.0, 0.0, /* red */
@@ -448,7 +448,7 @@ const float _colors[] = {
1.0, 0.0, 1.0, /* magenta */
};
const char *_shader_vert_src =
const char *g_shader_vert_src =
" attribute vec4 av4position; "
" attribute vec3 av3color; "
" uniform mat4 mvp; "
@@ -458,7 +458,7 @@ const char *_shader_vert_src =
" gl_Position = mvp * av4position; "
" } ";
const char *_shader_frag_src =
const char *g_shader_frag_src =
" precision lowp float; "
" varying vec3 vv3color; "
" void main() { "
@@ -801,8 +801,8 @@ int main(int argc, char *argv[])
data->angle_z = 0;
/* Shader Initialization */
process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
process_shader(&data->shader_vert, g_shader_vert_src, GL_VERTEX_SHADER);
process_shader(&data->shader_frag, g_shader_frag_src, GL_FRAGMENT_SHADER);
/* Create shader_program (ready to attach shaders) */
data->shader_program = GL_CHECK(ctx.glCreateProgram());
@@ -827,13 +827,13 @@ int main(int argc, char *argv[])
GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer));
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer));
GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW));
GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertices), g_vertices, GL_STATIC_DRAW));
GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0));
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer));
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer));
GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_colors), _colors, GL_STATIC_DRAW));
GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_colors), g_colors, GL_STATIC_DRAW));
GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0));
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));