From dac91efeb114a720bd7d85f189ebb08d06a06eb6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Moritz=20Br=C3=BCckner?= Date: Mon, 13 Jul 2020 23:36:49 +0200 Subject: [PATCH] Fix indentation (spaces -> tabs) --- Shaders/std/light.glsl | 122 +++++++++++++++++----------------- Shaders/std/light_mobile.glsl | 70 +++++++++---------- 2 files changed, 96 insertions(+), 96 deletions(-) diff --git a/Shaders/std/light.glsl b/Shaders/std/light.glsl index d5172808..293dad04 100644 --- a/Shaders/std/light.glsl +++ b/Shaders/std/light.glsl @@ -130,30 +130,30 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co #ifdef _LTC #ifdef _ShadowMap - if (receiveShadow) { - #ifdef _SinglePoint - vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); - #endif - #ifdef _Clusters - if (index == 0) { - vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); - } - else if (index == 1) { - vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias); - } - else if (index == 2) { - vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias); - } - else if (index == 3) { - vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias); - } - #endif - } + if (receiveShadow) { + #ifdef _SinglePoint + vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); + #endif + #ifdef _Clusters + if (index == 0) { + vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); + } + else if (index == 1) { + vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias); + } + else if (index == 2) { + vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias); + } + else if (index == 3) { + vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias); + } + #endif + } #endif return direct; #endif @@ -166,30 +166,30 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co direct *= smoothstep(spotB, spotA, spotEffect); } #ifdef _ShadowMap - if (receiveShadow) { - #ifdef _SinglePoint - vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); - #endif - #ifdef _Clusters - if (index == 0) { - vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); - } - else if (index == 1) { - vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias); - } - else if (index == 2) { - vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias); - } - else if (index == 3) { - vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias); - } - #endif - } + if (receiveShadow) { + #ifdef _SinglePoint + vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); + #endif + #ifdef _Clusters + if (index == 0) { + vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); + } + else if (index == 1) { + vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias); + } + else if (index == 2) { + vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias); + } + else if (index == 3) { + vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias); + } + #endif + } #endif return direct; } @@ -200,19 +200,19 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co #endif #ifdef _ShadowMap - if (receiveShadow) { - #ifdef _SinglePoint - #ifndef _Spot - direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); - #endif - #endif - #ifdef _Clusters - if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); - else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n); - else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n); - else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n); - #endif - } + if (receiveShadow) { + #ifdef _SinglePoint + #ifndef _Spot + direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); + #endif + #endif + #ifdef _Clusters + if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); + else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n); + else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n); + else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n); + #endif + } #endif return direct; diff --git a/Shaders/std/light_mobile.glsl b/Shaders/std/light_mobile.glsl index 65b5cceb..86558dd7 100644 --- a/Shaders/std/light_mobile.glsl +++ b/Shaders/std/light_mobile.glsl @@ -60,30 +60,30 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co direct *= smoothstep(spotB, spotA, spotEffect); } #ifdef _ShadowMap - if (receiveShadow) { - #ifdef _SinglePoint - vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); - #endif - #ifdef _Clusters - if (index == 0) { - vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); - } - else if (index == 1) { - vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias); - } - else if (index == 2) { - vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias); - } - else if (index == 3) { - vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0); - direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias); - } - #endif - } + if (receiveShadow) { + #ifdef _SinglePoint + vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); + #endif + #ifdef _Clusters + if (index == 0) { + vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias); + } + else if (index == 1) { + vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias); + } + else if (index == 2) { + vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias); + } + else if (index == 3) { + vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0); + direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias); + } + #endif + } #endif return direct; } @@ -91,17 +91,17 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co #ifdef _ShadowMap #ifndef _Spot - if (receiveShadow) { - #ifdef _SinglePoint - direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); - #endif - #ifdef _Clusters - if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); - else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n); - else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n); - else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n); - #endif - } + if (receiveShadow) { + #ifdef _SinglePoint + direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); + #endif + #ifdef _Clusters + if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n); + else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n); + else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n); + else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n); + #endif + } #endif #endif