From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- assets/shaders/test_fshader_full.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'assets/shaders/test_fshader_full.glsl') diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl index ae7d45b2..5fcc280b 100755 --- a/assets/shaders/test_fshader_full.glsl +++ b/assets/shaders/test_fshader_full.glsl @@ -41,7 +41,7 @@ uniform vec4 u_lightAmb; // diffuse map uniform sampler2D colMap; -// environment map +// environment map uniform sampler2D envMap; // normal map @@ -90,15 +90,15 @@ void main() float pf; if(diffuseIntensity == 0.0) - pf = 0.0; + pf = 0.0; else - pf = pow(specularModifier, 76.0); + pf = pow(specularModifier, 76.0); vec4 ambient = u_matAmbient * u_lightAmb; vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel); if (u_renderGlow <= 0.5) - diffuse *= u_lightDiff * diffuseIntensity * attenuation; + diffuse *= u_lightDiff * diffuseIntensity * attenuation; vec4 specular = 2.0 * pf * envMapTexel; -- cgit v1.2.3 From 6803c0abd279fcb640c38b3881b751bab982cbe0 Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 12:42:16 -0700 Subject: Remove trailing spaces --- assets/shaders/test_fshader_full.glsl | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) (limited to 'assets/shaders/test_fshader_full.glsl') diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl index 5fcc280b..c381c6bf 100755 --- a/assets/shaders/test_fshader_full.glsl +++ b/assets/shaders/test_fshader_full.glsl @@ -41,7 +41,7 @@ uniform vec4 u_lightAmb; // diffuse map uniform sampler2D colMap; -// environment map +// environment map uniform sampler2D envMap; // normal map @@ -68,39 +68,39 @@ void main() vec3 normal = normalize(vNormal.xyz); vec3 mapNormal = texture2D(normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); - + // create envmap coordinates vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z ); - + // calculate environment map texel vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); - + // lighting vec3 lightDirection = u_lightPos - vECPos.xyz; float lightDist = length(lightDirection); lightDirection /= lightDist; - + float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0); - + vec3 halfVec = normalize(lightDirection + vEyePos); - + float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection)); float specularModifier = max(0.0, dot(mapNormal, halfVec)); - + float pf; if(diffuseIntensity == 0.0) pf = 0.0; else pf = pow(specularModifier, 76.0); - + vec4 ambient = u_matAmbient * u_lightAmb; vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel); if (u_renderGlow <= 0.5) diffuse *= u_lightDiff * diffuseIntensity * attenuation; - + vec4 specular = 2.0 * pf * envMapTexel; - + gl_FragColor = (colMapTexel*(ambient + diffuse)) + specular + vec4(0.0,0.0,0.0,1.0); } -- cgit v1.2.3