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
+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