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Use Allman brackets
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parent
e17281ac67
commit
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2 changed files with 4 additions and 2 deletions
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@ -17,7 +17,8 @@ void main()
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vec4 color = texture2D(imageIn, uv);
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vec4 color = texture2D(imageIn, uv);
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float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime);
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float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime);
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for (int i = 0; i < positionCount; ++i) {
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for (int i = 0; i < positionCount; ++i)
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{
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float wavesize = wavesizeMultiplier * positions[i].z;
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float wavesize = wavesizeMultiplier * positions[i].z;
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float displace = clamp(2.0 * abs(length((positions[i].xy + offset) - gl_FragCoord.xy) / wavesize - 1.0), 0.0, 1.0);
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float displace = clamp(2.0 * abs(length((positions[i].xy + offset) - gl_FragCoord.xy) / wavesize - 1.0), 0.0, 1.0);
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color.rg = mix(vec2(-1.0), color.rg, displace);
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color.rg = mix(vec2(-1.0), color.rg, displace);
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@ -20,7 +20,8 @@ void main()
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vec4 color = imageLoad(imageIn, texel);
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vec4 color = imageLoad(imageIn, texel);
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float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime);
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float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime);
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for (int i = 0; i < positionCount; ++i) {
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for (int i = 0; i < positionCount; ++i)
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{
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float wavesize = wavesizeMultiplier * positions[i].z;
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float wavesize = wavesizeMultiplier * positions[i].z;
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float displace = clamp(2.0 * abs(length((positions[i].xy + offset) - vec2(gl_GlobalInvocationID.xy)) / wavesize - 1.0), 0.0, 1.0);
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float displace = clamp(2.0 * abs(length((positions[i].xy + offset) - vec2(gl_GlobalInvocationID.xy)) / wavesize - 1.0), 0.0, 1.0);
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color.rg = mix(vec2(-1.0), color.rg, displace);
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color.rg = mix(vec2(-1.0), color.rg, displace);
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