Indentation style changed to Horstmann

This commit is contained in:
2014-04-11 21:53:05 +02:00
parent e70e18a27b
commit f2259f712d
61 changed files with 353 additions and 697 deletions
+2 -4
View File
@@ -3,8 +3,7 @@
uniform vec4 Color;
in VertexData
{
vec3 Position;
{ vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
@@ -13,7 +12,6 @@ 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;
}
+4 -8
View File
@@ -17,8 +17,7 @@ uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData
{
vec3 Position;
{ vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
@@ -53,12 +52,10 @@ 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;
}
}
@@ -67,8 +64,7 @@ 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
+1 -2
View File
@@ -5,6 +5,5 @@ 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);
}
+4 -8
View File
@@ -6,24 +6,20 @@ 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();
+1 -2
View File
@@ -5,6 +5,5 @@ uniform mat4 MVP;
layout(location = 0) out float FragmentDepth;
void main()
{
FragmentDepth = gl_FragCoord.z;
{ FragmentDepth = gl_FragCoord.z;
}
+2 -4
View File
@@ -7,15 +7,13 @@ 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;
+2 -4
View File
@@ -3,14 +3,12 @@
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);
}
+2 -4
View File
@@ -5,12 +5,10 @@ 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;
}
+2 -4
View File
@@ -8,16 +8,14 @@ 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;
+3 -6
View File
@@ -3,23 +3,20 @@
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;
+2 -4
View File
@@ -4,14 +4,12 @@ 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;