Sort out some tabs which snuck into the water shader

pull/469/head
AnyOldName3 7 years ago committed by GitHub
parent aac580da6b
commit f717c9e56d
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GPG Key ID: 4AEE18F83AFDEB23

@ -194,9 +194,9 @@ void main(void)
float bump = mix(BUMP,BUMP_RAIN,rainIntensity); float bump = mix(BUMP,BUMP_RAIN,rainIntensity);
vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y + vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y +
normal2 * midWaves.x + normal3 * midWaves.y + normal2 * midWaves.x + normal3 * midWaves.y +
normal4 * smallWaves.x + normal5 * smallWaves.y + normal4 * smallWaves.x + normal5 * smallWaves.y +
rippleAdd); rippleAdd);
normal = normalize(vec3(normal.x * bump, normal.y * bump, normal.z)); normal = normalize(vec3(normal.x * bump, normal.y * bump, normal.z));
@ -204,9 +204,9 @@ void main(void)
// normal for sunlight scattering // normal for sunlight scattering
vec3 lNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 + vec3 lNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 +
normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 + normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 +
normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 +
rippleAdd).xyz; rippleAdd).xyz;
lNormal = normalize(vec3(lNormal.x * bump, lNormal.y * bump, lNormal.z)); lNormal = normalize(vec3(lNormal.x * bump, lNormal.y * bump, lNormal.z));
lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z); lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);

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