Indentation style changed to Allman

Using Artistic Style (http://astyle.sourceforge.net/)
Options:
--style=allman
--indent=tab
--keep-one-line-blocks
--align-pointer=type
--align-reference=name
This commit is contained in:
2014-04-11 20:56:19 +02:00
parent 34bcfbce08
commit 4c081d0e1c
56 changed files with 599 additions and 438 deletions
+4 -2
View File
@@ -2,7 +2,8 @@
uniform vec4 Color;
in VertexData {
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
@@ -11,7 +12,8 @@ in VertexData {
out vec4 FragmentColor;
void main() {
void main()
{
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
FragmentColor = Color;
}
+20 -16
View File
@@ -2,7 +2,7 @@
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
@@ -16,7 +16,8 @@ uniform float linearAttenuation[maxNumberOfLights];
uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData {
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
@@ -24,10 +25,11 @@ in VertexData {
} Input;
vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
out vec4 fragmentColor;
void main() {
void main()
{
// Texture
vec4 texel = texture2D(texture0, Input.TextureCoord);
@@ -50,10 +52,12 @@ void main() {
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//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) {
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;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1))
{
visibility = 0.3;
}
}
@@ -68,40 +72,40 @@ void main() {
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(position[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation[i]
+ linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0));
+ linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0));
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
Is = attenuation * Ls * Ks * specularFactor;
totalLighting = totalLighting + Id + Is;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
fragmentColor = vec4(totalLighting, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
+2 -1
View File
@@ -4,6 +4,7 @@ uniform mat4 MVP;
out vec4 FragmentColor;
void main() {
void main()
{
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
}
+4 -2
View File
@@ -5,13 +5,15 @@ uniform mat4 MVP;
layout(triangles) in;
layout(line_strip, max_vertices = 6) out;
in VertexData {
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input[3];
out VertexData {
out VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
+2 -1
View File
@@ -4,6 +4,7 @@ uniform mat4 MVP;
layout(location = 0) out float FragmentDepth;
void main() {
void main()
{
FragmentDepth = gl_FragCoord.z;
}
+2 -1
View File
@@ -6,7 +6,8 @@ layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
out VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
+2 -1
View File
@@ -2,7 +2,8 @@
uniform samplerCube CubemapTexture;
in VertexData {
in VertexData
{
vec3 TextureCoord;
} Input;
+2 -1
View File
@@ -4,7 +4,8 @@ uniform mat4 MVP;
layout(location = 0) in vec3 Position;
out VertexData {
out VertexData
{
vec3 TextureCoord;
} Output;
+2 -1
View File
@@ -7,7 +7,8 @@ layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
out VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
+7 -5
View File
@@ -2,7 +2,8 @@
layout(binding = 0) uniform sampler2D DepthTexture;
in VertexData {
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
@@ -11,12 +12,13 @@ out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
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() {
void main()
{
float z = texture(DepthTexture, Input.TextureCoord).x;
vec4 color = vec4(z, z, z, 0);
+2 -1
View File
@@ -3,7 +3,8 @@
layout(location = 0) in vec3 Position;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;