Revert "Indentation style changed to Horstmann"

This reverts commit f2259f712d.

Conflicts:

	src/GameWorld.cpp
	src/Systems/PhysicsSystem.cpp
This commit is contained in:
2014-04-12 01:48:15 +02:00
parent d7e65ff118
commit 3470a80f40
61 changed files with 697 additions and 354 deletions
+4 -2
View File
@@ -3,7 +3,8 @@
uniform vec4 Color;
in VertexData
{ vec3 Position;
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
@@ -12,6 +13,7 @@ in VertexData
out vec4 FragmentColor;
void main()
{ //FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
{
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
FragmentColor = Color;
}
+8 -4
View File
@@ -17,7 +17,8 @@ uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData
{ vec3 Position;
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
@@ -52,10 +53,12 @@ void main()
//bias = clamp(bias, 0.0, 0.01);
float visibility = 1.0;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
{ float bias = 0.00005;
{
float bias = 0.00005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1))
{ visibility = 0.3;
{
visibility = 0.3;
}
}
@@ -64,7 +67,8 @@ void main()
float attenuation;
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{ // Light
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
+2 -1
View File
@@ -5,5 +5,6 @@ uniform mat4 MVP;
out vec4 FragmentColor;
void main()
{ FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
{
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
}
+8 -4
View File
@@ -6,20 +6,24 @@ layout(triangles) in;
layout(line_strip, max_vertices = 6) out;
in VertexData
{ vec3 Position;
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input[3];
out VertexData
{ vec3 Position;
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{ for (int i = 0; i < gl_in.length(); i++)
{ gl_Position = MVP * vec4(Input[i].Position, 1.0);
{
for (int i = 0; i < gl_in.length(); i++)
{
gl_Position = MVP * vec4(Input[i].Position, 1.0);
EmitVertex();
gl_Position = MVP * vec4(Input[i].Position + Input[i].Normal, 1.0);
EmitVertex();
+2 -1
View File
@@ -5,5 +5,6 @@ uniform mat4 MVP;
layout(location = 0) out float FragmentDepth;
void main()
{ FragmentDepth = gl_FragCoord.z;
{
FragmentDepth = gl_FragCoord.z;
}
+4 -2
View File
@@ -7,13 +7,15 @@ layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData
{ vec3 Position;
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{ gl_Position = MVP * vec4(Position, 1.0);
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
+4 -2
View File
@@ -3,12 +3,14 @@
uniform samplerCube CubemapTexture;
in VertexData
{ vec3 TextureCoord;
{
vec3 TextureCoord;
} Input;
out vec4 FragColor;
void main()
{ FragColor = texture(CubemapTexture, Input.TextureCoord);
{
FragColor = texture(CubemapTexture, Input.TextureCoord);
//FragColor = vec4(1.0, 1.0, 1.0, 0.0);
}
+4 -2
View File
@@ -5,10 +5,12 @@ uniform mat4 MVP;
layout(location = 0) in vec3 Position;
out VertexData
{ vec3 TextureCoord;
{
vec3 TextureCoord;
} Output;
void main()
{ gl_Position = MVP * vec4(Position, 1.0);
{
gl_Position = MVP * vec4(Position, 1.0);
Output.TextureCoord = Position;
}
+4 -2
View File
@@ -8,14 +8,16 @@ layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData
{ vec3 Position;
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Output;
void main()
{ gl_Position = MVP * vec4(Position, 1.0);
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
+6 -3
View File
@@ -3,20 +3,23 @@
layout(binding = 0) uniform sampler2D DepthTexture;
in VertexData
{ vec3 Position;
{
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
float LinearizeDepth(float z)
{ float n = 0.1; // camera z near
{
float n = 0.1; // camera z near
float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
void main()
{ float z = texture(DepthTexture, Input.TextureCoord).x;
{
float z = texture(DepthTexture, Input.TextureCoord).x;
vec4 color = vec4(z, z, z, 0);
FragmentColor = color;
+4 -2
View File
@@ -4,12 +4,14 @@ layout(location = 0) in vec3 Position;
layout(location = 2) in vec2 TextureCoord;
out VertexData
{ vec3 Position;
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{ gl_Position = vec4(Position, 1.0);
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = TextureCoord;