Cleanup: glsl indentation

This commit is contained in:
Campbell Barton 2017-04-09 16:34:15 +10:00
parent c800ee6bfe
commit 928f5df1b4
6 changed files with 20 additions and 16 deletions

@ -13,6 +13,6 @@ uniform mat4 ModelViewProjectionMatrix;
void main() void main()
{ {
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
texCoord_interp = texCoord; texCoord_interp = texCoord;
} }

@ -66,7 +66,7 @@ float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); }
float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
{ {
return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection); return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
} }
vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)

@ -103,15 +103,15 @@ void main()
sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */ sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
? normalize(cameraPos - worldPosition) ? normalize(cameraPos - worldPosition)
: normalize(eye); : normalize(eye);
sd.W = worldPosition; sd.W = worldPosition;
sd.R = reflect(-sd.V, sd.N); sd.R = reflect(-sd.V, sd.N);
/* hardcoded test vars */ /* hardcoded test vars */
vec3 albedo = vec3(0.0); vec3 albedo = vec3(0.0);
vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0)); vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0));
float roughness = 0.1; float roughness = 0.1;
sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness); sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
vec3 radiance = vec3(0.0); vec3 radiance = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) { for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {

@ -10,10 +10,12 @@ flat in int faceActive;
out vec4 FragColor; out vec4 FragColor;
const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0), const mat4 stipple_matrix = mat4(
vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)); vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)
);
void main() void main()
{ {

@ -69,10 +69,12 @@ const ivec3 clipPointIdx[6] = ivec3[6](
ivec3(2, 1, 0) ivec3(2, 1, 0)
); );
const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0), const mat4 stipple_matrix = mat4(
vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)); vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)
);
void colorDist(vec4 color, float dist) void colorDist(vec4 color, float dist)
{ {

@ -14,6 +14,6 @@ uniform mat4 ModelViewProjectionMatrix;
void main() void main()
{ {
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
texCoord_interp = texCoord; texCoord_interp = texCoord;
} }