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
+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