From d2ee74f7c7c844783fd7558771d1aaf51efc22af Mon Sep 17 00:00:00 2001 From: Niraj Venkat Date: Mon, 27 Jul 2015 12:20:41 -0700 Subject: [PATCH] Shader code indentation --- .../render-utils/src/ambient_occlusion.slf | 12 ++++---- libraries/render-utils/src/gaussian_blur.slf | 22 +++++++-------- .../src/gaussian_blur_horizontal.slv | 28 +++++++++---------- .../src/gaussian_blur_vertical.slv | 28 +++++++++---------- 4 files changed, 45 insertions(+), 45 deletions(-) diff --git a/libraries/render-utils/src/ambient_occlusion.slf b/libraries/render-utils/src/ambient_occlusion.slf index 7a80dd559e..3a49accf58 100644 --- a/libraries/render-utils/src/ambient_occlusion.slf +++ b/libraries/render-utils/src/ambient_occlusion.slf @@ -80,10 +80,10 @@ void main(void) { vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz); //normal = normalize(normal * normalMatrix); - vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0; + vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); - vec3 bitangent = cross(normal, tangent); - mat3 tbn = mat3(tangent, bitangent, normal); + vec3 bitangent = cross(normal, tangent); + mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; @@ -91,13 +91,13 @@ void main(void) { vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad; vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0); - offset.xy = (offset.xy / offset.w) * 0.5 + 0.5; + offset.xy = (offset.xy / offset.w) * 0.5 + 0.5; float depth = length(samplePos - cameraPositionWorldSpace); float sampleDepthVal = texture2D(depthTexture, offset.xy).r; - float rangeDelta = abs(depthVal - sampleDepthVal); - float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta); + float rangeDelta = abs(depthVal - sampleDepthVal); + float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta); occlusion += rangeCheck * step(sampleDepthVal, depth); } diff --git a/libraries/render-utils/src/gaussian_blur.slf b/libraries/render-utils/src/gaussian_blur.slf index 772a80249c..63ba14a07c 100644 --- a/libraries/render-utils/src/gaussian_blur.slf +++ b/libraries/render-utils/src/gaussian_blur.slf @@ -24,17 +24,17 @@ uniform sampler2D occlusionTexture; void main(void) { gl_FragColor = vec4(0.0); - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 0])*0.0044299121055113265; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 1])*0.00895781211794; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 2])*0.0215963866053; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 3])*0.0443683338718; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 4])*0.0776744219933; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 5])*0.115876621105; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 6])*0.147308056121; - gl_FragColor += texture2D(occlusionTexture, varTexcoord )*0.159576912161; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 7])*0.147308056121; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 8])*0.115876621105; - gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[ 9])*0.0776744219933; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[0])*0.0044299121055113265; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[1])*0.00895781211794; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[2])*0.0215963866053; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[3])*0.0443683338718; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[4])*0.0776744219933; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[5])*0.115876621105; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[6])*0.147308056121; + gl_FragColor += texture2D(occlusionTexture, varTexcoord)*0.159576912161; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[7])*0.147308056121; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[8])*0.115876621105; + gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[9])*0.0776744219933; gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[10])*0.0443683338718; gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[11])*0.0215963866053; gl_FragColor += texture2D(occlusionTexture, varBlurTexcoords[12])*0.00895781211794; diff --git a/libraries/render-utils/src/gaussian_blur_horizontal.slv b/libraries/render-utils/src/gaussian_blur_horizontal.slv index 94631b4b08..c3f326daac 100644 --- a/libraries/render-utils/src/gaussian_blur_horizontal.slv +++ b/libraries/render-utils/src/gaussian_blur_horizontal.slv @@ -23,19 +23,19 @@ void main(void) { varTexcoord = gl_MultiTexCoord0.xy; gl_Position = gl_Vertex; - varBlurTexcoords[ 0] = varTexcoord + vec2(-0.028, 0.0); - varBlurTexcoords[ 1] = varTexcoord + vec2(-0.024, 0.0); - varBlurTexcoords[ 2] = varTexcoord + vec2(-0.020, 0.0); - varBlurTexcoords[ 3] = varTexcoord + vec2(-0.016, 0.0); - varBlurTexcoords[ 4] = varTexcoord + vec2(-0.012, 0.0); - varBlurTexcoords[ 5] = varTexcoord + vec2(-0.008, 0.0); - varBlurTexcoords[ 6] = varTexcoord + vec2(-0.004, 0.0); - varBlurTexcoords[ 7] = varTexcoord + vec2( 0.004, 0.0); - varBlurTexcoords[ 8] = varTexcoord + vec2( 0.008, 0.0); - varBlurTexcoords[ 9] = varTexcoord + vec2( 0.012, 0.0); - varBlurTexcoords[10] = varTexcoord + vec2( 0.016, 0.0); - varBlurTexcoords[11] = varTexcoord + vec2( 0.020, 0.0); - varBlurTexcoords[12] = varTexcoord + vec2( 0.024, 0.0); - varBlurTexcoords[13] = varTexcoord + vec2( 0.028, 0.0); + varBlurTexcoords[0] = varTexcoord + vec2(-0.028, 0.0); + varBlurTexcoords[1] = varTexcoord + vec2(-0.024, 0.0); + varBlurTexcoords[2] = varTexcoord + vec2(-0.020, 0.0); + varBlurTexcoords[3] = varTexcoord + vec2(-0.016, 0.0); + varBlurTexcoords[4] = varTexcoord + vec2(-0.012, 0.0); + varBlurTexcoords[5] = varTexcoord + vec2(-0.008, 0.0); + varBlurTexcoords[6] = varTexcoord + vec2(-0.004, 0.0); + varBlurTexcoords[7] = varTexcoord + vec2(0.004, 0.0); + varBlurTexcoords[8] = varTexcoord + vec2(0.008, 0.0); + varBlurTexcoords[9] = varTexcoord + vec2(0.012, 0.0); + varBlurTexcoords[10] = varTexcoord + vec2(0.016, 0.0); + varBlurTexcoords[11] = varTexcoord + vec2(0.020, 0.0); + varBlurTexcoords[12] = varTexcoord + vec2(0.024, 0.0); + varBlurTexcoords[13] = varTexcoord + vec2(0.028, 0.0); } \ No newline at end of file diff --git a/libraries/render-utils/src/gaussian_blur_vertical.slv b/libraries/render-utils/src/gaussian_blur_vertical.slv index 0d6de35b85..fc35a96bf0 100644 --- a/libraries/render-utils/src/gaussian_blur_vertical.slv +++ b/libraries/render-utils/src/gaussian_blur_vertical.slv @@ -23,19 +23,19 @@ void main(void) { varTexcoord = gl_MultiTexCoord0.xy; gl_Position = gl_Vertex; - varBlurTexcoords[ 0] = varTexcoord + vec2(0.0, -0.028); - varBlurTexcoords[ 1] = varTexcoord + vec2(0.0, -0.024); - varBlurTexcoords[ 2] = varTexcoord + vec2(0.0, -0.020); - varBlurTexcoords[ 3] = varTexcoord + vec2(0.0, -0.016); - varBlurTexcoords[ 4] = varTexcoord + vec2(0.0, -0.012); - varBlurTexcoords[ 5] = varTexcoord + vec2(0.0, -0.008); - varBlurTexcoords[ 6] = varTexcoord + vec2(0.0, -0.004); - varBlurTexcoords[ 7] = varTexcoord + vec2(0.0, 0.004); - varBlurTexcoords[ 8] = varTexcoord + vec2(0.0, 0.008); - varBlurTexcoords[ 9] = varTexcoord + vec2(0.0, 0.012); - varBlurTexcoords[10] = varTexcoord + vec2(0.0, 0.016); - varBlurTexcoords[11] = varTexcoord + vec2(0.0, 0.020); - varBlurTexcoords[12] = varTexcoord + vec2(0.0, 0.024); - varBlurTexcoords[13] = varTexcoord + vec2(0.0, 0.028); + varBlurTexcoords[0] = varTexcoord + vec2(0.0, -0.028); + varBlurTexcoords[1] = varTexcoord + vec2(0.0, -0.024); + varBlurTexcoords[2] = varTexcoord + vec2(0.0, -0.020); + varBlurTexcoords[3] = varTexcoord + vec2(0.0, -0.016); + varBlurTexcoords[4] = varTexcoord + vec2(0.0, -0.012); + varBlurTexcoords[5] = varTexcoord + vec2(0.0, -0.008); + varBlurTexcoords[6] = varTexcoord + vec2(0.0, -0.004); + varBlurTexcoords[7] = varTexcoord + vec2(0.0, 0.004); + varBlurTexcoords[8] = varTexcoord + vec2(0.0, 0.008); + varBlurTexcoords[9] = varTexcoord + vec2(0.0, 0.012); + varBlurTexcoords[10] = varTexcoord + vec2(0.0, 0.016); + varBlurTexcoords[11] = varTexcoord + vec2(0.0, 0.020); + varBlurTexcoords[12] = varTexcoord + vec2(0.0, 0.024); + varBlurTexcoords[13] = varTexcoord + vec2(0.0, 0.028); } \ No newline at end of file