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Fix-up generic_vp formatting
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+27
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src/engine/renderer/glsl_source/generic_vp.glsl

Lines changed: 27 additions & 33 deletions
Original file line numberDiff line numberDiff line change
@@ -32,33 +32,29 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
3232
uniform mat3x2 u_TextureMatrix;
3333
#endif
3434

35-
uniform vec3 u_ViewOrigin;
35+
uniform vec3 u_ViewOrigin;
3636

37-
uniform float u_Time;
37+
uniform float u_Time;
3838

3939
uniform uint u_ColorModulateColorGen;
4040
uniform uint u_Color;
41+
4142
#if defined(USE_TCGEN_ENVIRONMENT)
42-
uniform mat4 u_ModelMatrix;
43+
uniform mat4 u_ModelMatrix;
4344
#endif
44-
uniform mat4 u_ModelViewProjectionMatrix;
45+
uniform mat4 u_ModelViewProjectionMatrix;
4546

4647
#if defined(USE_DEPTH_FADE)
47-
uniform float u_DepthScale;
48-
OUT(smooth) vec2 var_FadeDepth;
48+
uniform float u_DepthScale;
49+
OUT(smooth) vec2 var_FadeDepth;
4950
#endif
5051

51-
OUT(smooth) vec2 var_TexCoords;
52-
OUT(smooth) vec4 var_Color;
52+
OUT(smooth) vec2 var_TexCoords;
53+
OUT(smooth) vec4 var_Color;
5354

54-
void DeformVertex( inout vec4 pos,
55-
inout vec3 normal,
56-
inout vec2 st,
57-
inout vec4 color,
58-
in float time );
55+
void DeformVertex( inout vec4 pos, inout vec3 normal, inout vec2 st, inout vec4 color, in float time );
5956

60-
void main()
61-
{
57+
void main() {
6258
#insert material_vp
6359

6460
vec4 position;
@@ -78,30 +74,28 @@ void main()
7874
gl_Position = u_ModelViewProjectionMatrix * position;
7975

8076
// transform texcoords
81-
#if defined(USE_TCGEN_ENVIRONMENT)
82-
{
77+
#if defined(USE_TCGEN_ENVIRONMENT)
8378
// TODO: Explain why only the rotational part of u_ModelMatrix is relevant
84-
position.xyz = mat3(u_ModelMatrix) * position.xyz;
79+
position.xyz = mat3( u_ModelMatrix ) * position.xyz;
8580

86-
vec3 viewer = normalize(u_ViewOrigin - position.xyz);
81+
vec3 viewer = normalize( u_ViewOrigin - position.xyz );
8782

88-
float d = dot(LB.normal, viewer);
83+
float d = dot( LB.normal, viewer );
8984

9085
vec3 reflected = LB.normal * 2.0 * d - viewer;
9186

92-
var_TexCoords = 0.5 + vec2(0.5, -0.5) * reflected.yz;
93-
}
94-
#elif defined(USE_TCGEN_LIGHTMAP)
95-
var_TexCoords = (u_TextureMatrix * vec3(lmCoord, 1.0)).xy;
96-
#else
97-
var_TexCoords = (u_TextureMatrix * vec3(texCoord, 1.0)).xy;
98-
#endif
99-
100-
#if defined(USE_DEPTH_FADE)
101-
// compute z of end of fading effect
102-
vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - u_DepthScale * vec4(LB.normal, 0.0));
103-
var_FadeDepth = fadeDepth.zw;
104-
#endif
87+
var_TexCoords = 0.5 + vec2( 0.5, -0.5 ) * reflected.yz;
88+
#elif defined(USE_TCGEN_LIGHTMAP)
89+
var_TexCoords = ( u_TextureMatrix * vec3( lmCoord, 1.0 ) ).xy;
90+
#else
91+
var_TexCoords = ( u_TextureMatrix * vec3( texCoord, 1.0 ) ).xy;
92+
#endif
93+
94+
#if defined(USE_DEPTH_FADE)
95+
// compute z of end of fading effect
96+
vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - u_DepthScale * vec4( LB.normal, 0.0 ) );
97+
var_FadeDepth = fadeDepth.zw;
98+
#endif
10599

106100
SHADER_PROFILER_SET
107101

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