Style: Run clang-format on recent shader changes
This commit is contained in:
parent
ce8294986d
commit
d3f01a2281
|
@ -176,7 +176,7 @@ void main() {
|
|||
#ifdef USE_SOURCE_PANORAMA
|
||||
vec3 val = texturePanorama(source_panorama, L).rgb;
|
||||
#else
|
||||
vec3 val = textureCubeLod(source_cube, L,0.0).rgb;
|
||||
vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
|
||||
#endif
|
||||
//mix using Linear, to approximate high end back-end
|
||||
val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
|
||||
|
|
|
@ -285,7 +285,6 @@ varying mediump vec3 refprobe2_ambient_normal;
|
|||
|
||||
#endif //vertex lighting for refprobes
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
highp vec4 vertex = vertex_attrib;
|
||||
|
@ -501,10 +500,10 @@ VERTEX_SHADER_CODE
|
|||
|
||||
light_att = vec3(spot_attenuation);
|
||||
} else {
|
||||
light_att=vec3(0.0);
|
||||
light_att = vec3(0.0);
|
||||
}
|
||||
} else {
|
||||
light_att=vec3(0.0);
|
||||
light_att = vec3(0.0);
|
||||
}
|
||||
|
||||
L = normalize(light_rel_vec);
|
||||
|
@ -546,7 +545,7 @@ VERTEX_SHADER_CODE
|
|||
#ifdef USE_REFLECTION_PROBE1
|
||||
{
|
||||
vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
|
||||
vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
|
||||
vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
|
||||
vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
|
||||
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
|
||||
|
||||
|
@ -554,7 +553,6 @@ VERTEX_SHADER_CODE
|
|||
vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
|
||||
refprobe1_reflection_normal_blend.xyz = local_ref_vec;
|
||||
refprobe1_reflection_normal_blend.a = blend;
|
||||
|
||||
}
|
||||
#ifndef USE_LIGHTMAP
|
||||
|
||||
|
@ -564,7 +562,6 @@ VERTEX_SHADER_CODE
|
|||
|
||||
#endif //USE_REFLECTION_PROBE1
|
||||
|
||||
|
||||
#ifdef USE_REFLECTION_PROBE2
|
||||
{
|
||||
vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
|
||||
|
@ -576,7 +573,6 @@ VERTEX_SHADER_CODE
|
|||
vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
|
||||
refprobe2_reflection_normal_blend.xyz = local_ref_vec;
|
||||
refprobe2_reflection_normal_blend.a = blend;
|
||||
|
||||
}
|
||||
#ifndef USE_LIGHTMAP
|
||||
|
||||
|
@ -697,18 +693,18 @@ uniform vec4 refprobe2_ambient;
|
|||
|
||||
void reflection_process(samplerCube reflection_map,
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
vec3 ref_normal,
|
||||
vec3 ref_normal,
|
||||
#ifndef USE_LIGHTMAP
|
||||
vec3 amb_normal,
|
||||
vec3 amb_normal,
|
||||
#endif
|
||||
float ref_blend,
|
||||
float ref_blend,
|
||||
|
||||
#else //no vertex lighting
|
||||
vec3 normal, vec3 vertex,
|
||||
mat4 local_matrix,
|
||||
bool use_box_project, vec3 box_extents, vec3 box_offset,
|
||||
vec3 normal, vec3 vertex,
|
||||
mat4 local_matrix,
|
||||
bool use_box_project, vec3 box_extents, vec3 box_offset,
|
||||
#endif //vertex lighting
|
||||
bool exterior,float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
|
||||
bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
|
||||
|
||||
vec4 reflection;
|
||||
|
||||
|
@ -763,7 +759,6 @@ void reflection_process(samplerCube reflection_map,
|
|||
|
||||
reflection_accum += reflection;
|
||||
|
||||
|
||||
#ifndef USE_LIGHTMAP
|
||||
|
||||
vec4 ambient_out;
|
||||
|
@ -800,7 +795,6 @@ uniform bool lightmap_capture_sky;
|
|||
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
|
||||
|
||||
uniform samplerCube radiance_map; // texunit:-2
|
||||
|
||||
uniform mat4 radiance_inverse_xform;
|
||||
|
@ -909,8 +903,6 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
|
|||
return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
@ -1375,11 +1367,8 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
ambient_light *= ambient_energy;
|
||||
|
||||
|
||||
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
|
||||
|
||||
|
||||
|
||||
vec4 ambient_accum = vec4(0.0);
|
||||
vec4 reflection_accum = vec4(0.0);
|
||||
|
||||
|
@ -1387,19 +1376,17 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
reflection_process(reflection_probe1,
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
refprobe1_reflection_normal_blend.rgb,
|
||||
#ifndef USE_LIGHTMAP
|
||||
refprobe1_ambient_normal,
|
||||
#endif
|
||||
refprobe1_reflection_normal_blend.a,
|
||||
#else
|
||||
normal_interp,vertex_interp,refprobe1_local_matrix,
|
||||
refprobe1_use_box_project,refprobe1_box_extents,refprobe1_box_offset,
|
||||
refprobe1_reflection_normal_blend.rgb,
|
||||
#ifndef USE_LIGHTMAP
|
||||
refprobe1_ambient_normal,
|
||||
#endif
|
||||
refprobe1_exterior,refprobe1_intensity, refprobe1_ambient, roughness,
|
||||
ambient_light, specular_light, reflection_accum, ambient_accum);
|
||||
|
||||
|
||||
refprobe1_reflection_normal_blend.a,
|
||||
#else
|
||||
normal_interp, vertex_interp, refprobe1_local_matrix,
|
||||
refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
|
||||
#endif
|
||||
refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
|
||||
ambient_light, specular_light, reflection_accum, ambient_accum);
|
||||
|
||||
#endif // USE_REFLECTION_PROBE1
|
||||
|
||||
|
@ -1407,17 +1394,17 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
reflection_process(reflection_probe2,
|
||||
#ifdef USE_VERTEX_LIGHTING
|
||||
refprobe2_reflection_normal_blend.rgb,
|
||||
refprobe2_reflection_normal_blend.rgb,
|
||||
#ifndef USE_LIGHTMAP
|
||||
refprobe2_ambient_normal,
|
||||
refprobe2_ambient_normal,
|
||||
#endif
|
||||
refprobe2_reflection_normal_blend.a,
|
||||
refprobe2_reflection_normal_blend.a,
|
||||
#else
|
||||
normal_interp,vertex_interp,refprobe2_local_matrix,
|
||||
refprobe2_use_box_project,refprobe2_box_extents,refprobe2_box_offset,
|
||||
normal_interp, vertex_interp, refprobe2_local_matrix,
|
||||
refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
|
||||
#endif
|
||||
refprobe2_exterior,refprobe2_intensity, refprobe2_ambient, roughness,
|
||||
ambient_light, specular_light, reflection_accum, ambient_accum);
|
||||
refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
|
||||
ambient_light, specular_light, reflection_accum, ambient_accum);
|
||||
|
||||
#endif // USE_REFLECTION_PROBE2
|
||||
|
||||
|
@ -1473,7 +1460,6 @@ FRAGMENT_SHADER_CODE
|
|||
}
|
||||
#endif
|
||||
|
||||
|
||||
#endif //BASE PASS
|
||||
|
||||
//
|
||||
|
@ -1757,7 +1743,6 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
// environment BRDF approximation
|
||||
|
||||
|
||||
{
|
||||
|
||||
#if defined(DIFFUSE_TOON)
|
||||
|
@ -1773,7 +1758,7 @@ FRAGMENT_SHADER_CODE
|
|||
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
|
||||
vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
|
||||
specular_light *= AB.x * specular_color + AB.y;
|
||||
specular_light *= AB.x * specular_color + AB.y;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue