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_vshader.glsl | 60 ++++++++++++++++++++-------------------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'assets/shaders/test_vshader.glsl') diff --git a/assets/shaders/test_vshader.glsl b/assets/shaders/test_vshader.glsl index 8bf9ee74..69015b78 100755 --- a/assets/shaders/test_vshader.glsl +++ b/assets/shaders/test_vshader.glsl @@ -46,8 +46,8 @@ uniform mat4 u_vShadowLight; uniform vec3 u_lightPos; // varyings -varying vec4 vNormal; // w = texcoord.x -varying vec4 vECPos; // w = texcoord.y +varying vec4 vNormal; // w = texcoord.x +varying vec4 vECPos; // w = texcoord.y varying vec3 vEyePos; varying vec4 vShadowCoord; varying vec2 vEnvTexCoord; @@ -56,18 +56,18 @@ varying float vDiffuseIntensity; #ifdef PC void main() { - vNormal.w = texcoord.x; - vECPos.w = texcoord.y; + vNormal.w = texcoord.x; + vECPos.w = texcoord.y; vEyePos = u_eye; -// position normals and vert - vECPos.xyz = (u_mvMatrix*vec4(vert, 1.0)).xyz; - vNormal.xyz = (u_normalMatrix*vec4(normal, 0.0)).xyz; +// position normals and vert + vECPos.xyz = (u_mvMatrix*vec4(vert, 1.0)).xyz; + vNormal.xyz = (u_normalMatrix*vec4(normal, 0.0)).xyz; -// pass along the geo - gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); - - mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; +// pass along the geo + gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); + + mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; vShadowCoord = shadowMat * vec4(vert, 1.0); } #endif @@ -76,31 +76,31 @@ void main() void main() { - vNormal.w = texcoord.x; - vECPos.w = texcoord.y; + vNormal.w = texcoord.x; + vECPos.w = texcoord.y; vEyePos = u_eye; -// position normals and vert - vECPos.xyz = (u_mvMatrix*vec4(vert, 1.0)).xyz; - vNormal.xyz = (u_normalMatrix*vec4(normal, 0.0)).xyz; +// position normals and vert + vECPos.xyz = (u_mvMatrix*vec4(vert, 1.0)).xyz; + vNormal.xyz = (u_normalMatrix*vec4(normal, 0.0)).xyz; -// pass along the geo - gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); - - //mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; +// pass along the geo + gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); + + //mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; //vShadowCoord = shadowMat * vec4(vert, 1.0); // normal mapping - vec3 normal = normalize(vNormal.xyz); - - // create envmap coordinates - vec3 r = reflect( vec3(vECPos.xyz - u_eye.xyz), normal); - float m = 2.0 * length(r); - vEnvTexCoord = vec2(r.x/m + 0.5, r.y/m + 0.5); - - vec3 lightDirection = normalize(u_lightPos - vECPos.xyz); - vDiffuseIntensity = max(0.0, dot(normal, lightDirection)); - + vec3 normal = normalize(vNormal.xyz); + + // create envmap coordinates + vec3 r = reflect( vec3(vECPos.xyz - u_eye.xyz), normal); + float m = 2.0 * length(r); + vEnvTexCoord = vec2(r.x/m + 0.5, r.y/m + 0.5); + + vec3 lightDirection = normalize(u_lightPos - vECPos.xyz); + vDiffuseIntensity = max(0.0, dot(normal, lightDirection)); + } #endif -- 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_vshader.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'assets/shaders/test_vshader.glsl') diff --git a/assets/shaders/test_vshader.glsl b/assets/shaders/test_vshader.glsl index 69015b78..22c91590 100755 --- a/assets/shaders/test_vshader.glsl +++ b/assets/shaders/test_vshader.glsl @@ -66,7 +66,7 @@ void main() // pass along the geo gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); - + mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; vShadowCoord = shadowMat * vec4(vert, 1.0); } @@ -86,10 +86,10 @@ void main() // pass along the geo gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); - + //mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; //vShadowCoord = shadowMat * vec4(vert, 1.0); - + // normal mapping vec3 normal = normalize(vNormal.xyz); @@ -97,10 +97,10 @@ void main() vec3 r = reflect( vec3(vECPos.xyz - u_eye.xyz), normal); float m = 2.0 * length(r); vEnvTexCoord = vec2(r.x/m + 0.5, r.y/m + 0.5); - + vec3 lightDirection = normalize(u_lightPos - vECPos.xyz); vDiffuseIntensity = max(0.0, dot(normal, lightDirection)); - + } #endif -- cgit v1.2.3