diff options
author | Kris Kowal | 2012-07-06 11:53:10 -0700 |
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committer | Kris Kowal | 2012-07-06 15:01:48 -0700 |
commit | 04343eda8c2f870b0da55cfdc8003c99fe1cc4de (patch) | |
tree | 0a6048889b65bb16ff58822e55bc1346e9eb07bd /js/lib/rdge | |
parent | 648ee61ae84216d0236e0dbc211addc13b2cfa3a (diff) | |
download | ninja-04343eda8c2f870b0da55cfdc8003c99fe1cc4de.tar.gz |
Remove trailing spaces
Diffstat (limited to 'js/lib/rdge')
20 files changed, 114 insertions, 114 deletions
diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js index bcc092f9..fa830d3d 100755 --- a/js/lib/rdge/materials/bump-metal-material.js +++ b/js/lib/rdge/materials/bump-metal-material.js | |||
@@ -100,7 +100,7 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
100 | 100 | ||
101 | /////////////////////////////////////////////////////////////////////////////////////// | 101 | /////////////////////////////////////////////////////////////////////////////////////// |
102 | // RDGE shader | 102 | // RDGE shader |
103 | 103 | ||
104 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | 104 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) |
105 | var bumpMetalMaterialDef = bumpMetalShaderDef = | 105 | var bumpMetalMaterialDef = bumpMetalShaderDef = |
106 | { | 106 | { |
@@ -109,7 +109,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
109 | // this shader is being referenced by file | 109 | // this shader is being referenced by file |
110 | 'defaultVShader':"assets/shaders/test_vshader.glsl", | 110 | 'defaultVShader':"assets/shaders/test_vshader.glsl", |
111 | 'defaultFShader':"assets/shaders/test_fshader.glsl", | 111 | 'defaultFShader':"assets/shaders/test_fshader.glsl", |
112 | 112 | ||
113 | // this shader is inline | 113 | // this shader is inline |
114 | 'dirLightVShader': "\ | 114 | 'dirLightVShader': "\ |
115 | uniform mat4 u_mvMatrix;\ | 115 | uniform mat4 u_mvMatrix;\ |
@@ -124,7 +124,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
124 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ | 124 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ |
125 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ | 125 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ |
126 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ | 126 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ |
127 | }", | 127 | }", |
128 | 'dirLightFShader': "\ | 128 | 'dirLightFShader': "\ |
129 | precision highp float;\ | 129 | precision highp float;\ |
130 | uniform vec4 u_light1Diff;\ | 130 | uniform vec4 u_light1Diff;\ |
@@ -144,7 +144,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
144 | }" | 144 | }" |
145 | }, | 145 | }, |
146 | 'techniques': | 146 | 'techniques': |
147 | { | 147 | { |
148 | 'default': | 148 | 'default': |
149 | [ | 149 | [ |
150 | { | 150 | { |
@@ -158,7 +158,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
158 | 'texcoord' : { 'type' : 'vec2' } | 158 | 'texcoord' : { 'type' : 'vec2' } |
159 | }, | 159 | }, |
160 | // parameters | 160 | // parameters |
161 | 'params' : | 161 | 'params' : |
162 | { | 162 | { |
163 | 'u_light0Diff' : { 'type' : 'vec4' }, | 163 | 'u_light0Diff' : { 'type' : 'vec4' }, |
164 | 'u_colMap': { 'type' : 'tex2d' }, | 164 | 'u_colMap': { 'type' : 'tex2d' }, |
@@ -167,7 +167,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
167 | }, | 167 | }, |
168 | 168 | ||
169 | // render states | 169 | // render states |
170 | 'states' : | 170 | 'states' : |
171 | { | 171 | { |
172 | 'depthEnable' : true, | 172 | 'depthEnable' : true, |
173 | 'offset':[1.0, 0.1] | 173 | 'offset':[1.0, 0.1] |
@@ -183,12 +183,12 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
183 | 'a_nrm' : { 'type' : 'vec3' } | 183 | 'a_nrm' : { 'type' : 'vec3' } |
184 | }, | 184 | }, |
185 | // parameters | 185 | // parameters |
186 | 'params' : | 186 | 'params' : |
187 | { | 187 | { |
188 | }, | 188 | }, |
189 | 189 | ||
190 | // render states | 190 | // render states |
191 | 'states' : | 191 | 'states' : |
192 | { | 192 | { |
193 | 'depthEnable' : true, | 193 | 'depthEnable' : true, |
194 | "blendEnable" : true, | 194 | "blendEnable" : true, |
diff --git a/js/lib/rdge/materials/cloud-material.js b/js/lib/rdge/materials/cloud-material.js index 873059bc..47f4b647 100644 --- a/js/lib/rdge/materials/cloud-material.js +++ b/js/lib/rdge/materials/cloud-material.js | |||
@@ -225,7 +225,7 @@ var CloudMaterial = function CloudMaterial() | |||
225 | } | 225 | } |
226 | 226 | ||
227 | var technique, renderer, tex; | 227 | var technique, renderer, tex; |
228 | 228 | ||
229 | // update the cloud map material | 229 | // update the cloud map material |
230 | var material = this._materialNode; | 230 | var material = this._materialNode; |
231 | if (material) | 231 | if (material) |
@@ -261,7 +261,7 @@ var CloudMaterial = function CloudMaterial() | |||
261 | { | 261 | { |
262 | // save the current RDGE context so we can reset it later | 262 | // save the current RDGE context so we can reset it later |
263 | var saveContext = RDGE.globals.engine.getContext(); | 263 | var saveContext = RDGE.globals.engine.getContext(); |
264 | this.getWorld().stop(); | 264 | this.getWorld().stop(); |
265 | 265 | ||
266 | // build a world to do the rendering | 266 | // build a world to do the rendering |
267 | if (!GLWorld) GLWorld = require("js/lib/drawing/world").World; | 267 | if (!GLWorld) GLWorld = require("js/lib/drawing/world").World; |
@@ -349,7 +349,7 @@ var CloudMaterial = function CloudMaterial() | |||
349 | var hWidth = -z*(r-l)/(2.0*zn)*xFillNDC, | 349 | var hWidth = -z*(r-l)/(2.0*zn)*xFillNDC, |
350 | hHeight = -z*(t-b)/(2.0*zn)*yFillNDC; | 350 | hHeight = -z*(t-b)/(2.0*zn)*yFillNDC; |
351 | 351 | ||
352 | 352 | ||
353 | //this.createFill([x,y], 2*xFill, 2*yFill, tlRadius, blRadius, brRadius, trRadius, fillMaterial); | 353 | //this.createFill([x,y], 2*xFill, 2*yFill, tlRadius, blRadius, brRadius, trRadius, fillMaterial); |
354 | var ctr = [x,y], width = 2*hWidth, height = 2*hHeight; | 354 | var ctr = [x,y], width = 2*hWidth, height = 2*hHeight; |
355 | var cloudSize = width > height ? 0.25*width : 0.25*height; | 355 | var cloudSize = width > height ? 0.25*width : 0.25*height; |
@@ -377,12 +377,12 @@ var CloudMaterial = function CloudMaterial() | |||
377 | this._adjustedZMin = zMin; | 377 | this._adjustedZMin = zMin; |
378 | this._adjustedZMax = zMax; | 378 | this._adjustedZMax = zMax; |
379 | 379 | ||
380 | 380 | ||
381 | // build the polygons | 381 | // build the polygons |
382 | var verts = [], | 382 | var verts = [], |
383 | normals = [ [0,0,1], [0,0,1], [0,0,1], [0,0,1] ], | 383 | normals = [ [0,0,1], [0,0,1], [0,0,1], [0,0,1] ], |
384 | uvs = [ [0,0], [1,0], [1,1], [0,1] ]; | 384 | uvs = [ [0,0], [1,0], [1,1], [0,1] ]; |
385 | 385 | ||
386 | for ( i = 0; i < 20; i++ ) | 386 | for ( i = 0; i < 20; i++ ) |
387 | { | 387 | { |
388 | // var x = hWidth*2*(Math.random() - 0.5), | 388 | // var x = hWidth*2*(Math.random() - 0.5), |
@@ -496,17 +496,17 @@ var cloudMaterialDef = | |||
496 | ] | 496 | ] |
497 | } | 497 | } |
498 | }; | 498 | }; |
499 | 499 | ||
500 | // the cloud map material def is used to map the cloud image onto | 500 | // the cloud map material def is used to map the cloud image onto |
501 | // the destination geometry | 501 | // the destination geometry |
502 | var cloudMapMaterialDef = | 502 | var cloudMapMaterialDef = |
503 | {'shaders': | 503 | {'shaders': |
504 | { | 504 | { |
505 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | 505 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", |
506 | 'defaultFShader':"assets/shaders/BasicTex.frag.glsl" | 506 | 'defaultFShader':"assets/shaders/BasicTex.frag.glsl" |
507 | }, | 507 | }, |
508 | 'techniques': | 508 | 'techniques': |
509 | { | 509 | { |
510 | 'default': | 510 | 'default': |
511 | [ | 511 | [ |
512 | { | 512 | { |
@@ -520,13 +520,13 @@ var cloudMapMaterialDef = | |||
520 | 'texcoord' : { 'type' : 'vec2' } | 520 | 'texcoord' : { 'type' : 'vec2' } |
521 | }, | 521 | }, |
522 | // parameters | 522 | // parameters |
523 | 'params' : | 523 | 'params' : |
524 | { | 524 | { |
525 | 'u_tex0' : { 'type' : 'tex2d' }, | 525 | 'u_tex0' : { 'type' : 'tex2d' }, |
526 | }, | 526 | }, |
527 | 527 | ||
528 | // render states | 528 | // render states |
529 | 'states' : | 529 | 'states' : |
530 | { | 530 | { |
531 | 'depthEnable' : true, | 531 | 'depthEnable' : true, |
532 | 'offset':[1.0, 0.1] | 532 | 'offset':[1.0, 0.1] |