Sort out shader indentation

pull/1547/head
AnyOldName3 7 years ago
parent f8e4f3fca5
commit b25b356081

@ -3,12 +3,12 @@
void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient)
{
vec3 lightDir;
float lightDistance;
float lightDistance;
lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
lightDistance = length(lightDir);
lightDir = normalize(lightDir);
float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
ambientOut = ambient * gl_LightSource[lightIndex].ambient.xyz * illumination;
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
@ -38,7 +38,7 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadow
lightResult.xyz += ambientLight + diffuseLight * shadowing;
#else
shadowDiffuse = diffuseLight;
lightResult.xyz += ambientLight;
lightResult.xyz += ambientLight;
#endif
for (int i=1; i<MAX_LIGHTS; ++i)
{

@ -58,10 +58,10 @@ varying vec3 passViewPos;
varying vec3 passNormal;
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
#include "lighting.glsl"
@ -122,28 +122,28 @@ void main()
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
#endif
float shadowing = 1.0;
float shadowing = 1.0;
#if SHADOWS
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
#endif // SHADOWS
#if !PER_PIXEL_LIGHTING

@ -49,10 +49,10 @@ varying vec3 passViewPos;
varying vec3 passNormal;
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
#include "lighting.glsl"
@ -111,11 +111,11 @@ void main(void)
passNormal = gl_Normal.xyz;
#if SHADOWS
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
#endif // SHADOWS
}

@ -28,10 +28,10 @@ varying vec3 passViewPos;
varying vec3 passNormal;
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
#include "lighting.glsl"
@ -74,28 +74,28 @@ void main()
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
#endif
float shadowing = 1.0;
float shadowing = 1.0;
#if SHADOWS
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
#endif // SHADOWS
#if !PER_PIXEL_LIGHTING

@ -17,10 +17,10 @@ varying vec3 passViewPos;
varying vec3 passNormal;
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
#include "lighting.glsl"
@ -45,11 +45,11 @@ void main(void)
uv = gl_MultiTexCoord0.xy;
#if SHADOWS
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
#endif // SHADOWS
}

@ -144,10 +144,10 @@ uniform vec3 nodePosition;
uniform float rainIntensity;
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
float frustumDepth;
@ -167,31 +167,31 @@ void main(void)
UV.y *= -1.0;
#if SHADOWS
float shadowing = 1.0;
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
float shadow = shadowing;
float shadowing = 1.0;
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
float shadow = shadowing;
#else // NOT SHADOWS
float shadow = 1.0;
float shadow = 1.0;
#endif // SHADOWS
vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
@ -218,8 +218,8 @@ void main(void)
vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0;
vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y +
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y +
rippleAdd);
normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z));
@ -228,8 +228,8 @@ void main(void)
// normal for sunlight scattering
vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 +
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 +
rippleAdd).xyz;
lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));

@ -7,10 +7,10 @@ varying float depthPassthrough;
#define SHADOWS @shadows_enabled
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
@endforeach
#endif // SHADOWS
void main(void)
@ -18,9 +18,9 @@ void main(void)
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
vec4 texcoordProj = ((scalemat) * ( gl_Position));
screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
@ -29,14 +29,14 @@ void main(void)
depthPassthrough = gl_Position.z;
#if SHADOWS
vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
#if SHADOWS
vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
#endif // SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
@endforeach
#endif // SHADOWS
}

Loading…
Cancel
Save