提交 d74d66dc 编写于 作者: G Garrett Johnson

Fix indents

上级 e693ce2c
......@@ -19,9 +19,9 @@ THREE.LuminosityShader = {
"void main() {",
"vUv = uv;",
" vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -37,11 +37,11 @@ THREE.LuminosityShader = {
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
" vec4 texel = texture2D( tDiffuse, vUv );",
"float l = linearToRelativeLuminance( texel.rgb );",
" float l = linearToRelativeLuminance( texel.rgb );",
"gl_FragColor = vec4( l, l, l, texel.w );",
" gl_FragColor = vec4( l, l, l, texel.w );",
"}"
......
......@@ -22,8 +22,8 @@ THREE.MirrorShader = {
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -38,18 +38,18 @@ THREE.MirrorShader = {
"void main() {",
"vec2 p = vUv;",
"if (side == 0){",
"if (p.x > 0.5) p.x = 1.0 - p.x;",
"}else if (side == 1){",
"if (p.x < 0.5) p.x = 1.0 - p.x;",
"}else if (side == 2){",
"if (p.y < 0.5) p.y = 1.0 - p.y;",
"}else if (side == 3){",
"if (p.y > 0.5) p.y = 1.0 - p.y;",
"} ",
"vec4 color = texture2D(tDiffuse, p);",
"gl_FragColor = color;",
" vec2 p = vUv;",
" if (side == 0){",
" if (p.x > 0.5) p.x = 1.0 - p.x;",
" }else if (side == 1){",
" if (p.x < 0.5) p.x = 1.0 - p.x;",
" }else if (side == 2){",
" if (p.y < 0.5) p.y = 1.0 - p.y;",
" }else if (side == 3){",
" if (p.y > 0.5) p.y = 1.0 - p.y;",
" } ",
" vec4 color = texture2D(tDiffuse, p);",
" gl_FragColor = color;",
"}"
......
......@@ -22,8 +22,8 @@ THREE.NormalMapShader = {
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -39,12 +39,12 @@ THREE.NormalMapShader = {
"void main() {",
"float val = texture2D( heightMap, vUv ).x;",
" float val = texture2D( heightMap, vUv ).x;",
"float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
"float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
" float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
" float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
"gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
" gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
"}"
......
......@@ -28,11 +28,11 @@ THREE.ParallaxShader = {
"void main() {",
"vUv = uv;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vViewPosition = -mvPosition.xyz;",
"vNormal = normalize( normalMatrix * normal );",
"gl_Position = projectionMatrix * mvPosition;",
" vUv = uv;",
" vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
" vViewPosition = -mvPosition.xyz;",
" vNormal = normalize( normalMatrix * normal );",
" gl_Position = projectionMatrix * mvPosition;",
"}"
......@@ -52,130 +52,130 @@ THREE.ParallaxShader = {
"#ifdef USE_BASIC_PARALLAX",
"vec2 parallaxMap( in vec3 V ) {",
" vec2 parallaxMap( in vec3 V ) {",
"float initialHeight = texture2D( bumpMap, vUv ).r;",
" float initialHeight = texture2D( bumpMap, vUv ).r;",
// No Offset Limitting: messy, floating output at grazing angles.
//"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
// Offset Limiting
"vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
"return vUv - texCoordOffset;",
" vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
" return vUv - texCoordOffset;",
"}",
" }",
"#else",
"vec2 parallaxMap( in vec3 V ) {",
" vec2 parallaxMap( in vec3 V ) {",
// Determine number of layers from angle between V and N
"float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
" float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
"float layerHeight = 1.0 / numLayers;",
"float currentLayerHeight = 0.0;",
" float layerHeight = 1.0 / numLayers;",
" float currentLayerHeight = 0.0;",
// Shift of texture coordinates for each iteration
"vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
" vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
"vec2 currentTextureCoords = vUv;",
" vec2 currentTextureCoords = vUv;",
"float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
" float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
// while ( heightFromTexture > currentLayerHeight )
// Infinite loops are not well supported. Do a "large" finite
// loop, but not too large, as it slows down some compilers.
"for ( int i = 0; i < 30; i += 1 ) {",
"if ( heightFromTexture <= currentLayerHeight ) {",
"break;",
"}",
"currentLayerHeight += layerHeight;",
" for ( int i = 0; i < 30; i += 1 ) {",
" if ( heightFromTexture <= currentLayerHeight ) {",
" break;",
" }",
" currentLayerHeight += layerHeight;",
// Shift texture coordinates along vector V
"currentTextureCoords -= dtex;",
"heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
"}",
" currentTextureCoords -= dtex;",
" heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
" }",
"#ifdef USE_STEEP_PARALLAX",
" #ifdef USE_STEEP_PARALLAX",
"return currentTextureCoords;",
" return currentTextureCoords;",
"#elif defined( USE_RELIEF_PARALLAX )",
" #elif defined( USE_RELIEF_PARALLAX )",
"vec2 deltaTexCoord = dtex / 2.0;",
"float deltaHeight = layerHeight / 2.0;",
" vec2 deltaTexCoord = dtex / 2.0;",
" float deltaHeight = layerHeight / 2.0;",
// Return to the mid point of previous layer
"currentTextureCoords += deltaTexCoord;",
"currentLayerHeight -= deltaHeight;",
" currentTextureCoords += deltaTexCoord;",
" currentLayerHeight -= deltaHeight;",
// Binary search to increase precision of Steep Parallax Mapping
"const int numSearches = 5;",
"for ( int i = 0; i < numSearches; i += 1 ) {",
" const int numSearches = 5;",
" for ( int i = 0; i < numSearches; i += 1 ) {",
"deltaTexCoord /= 2.0;",
"deltaHeight /= 2.0;",
"heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
" deltaTexCoord /= 2.0;",
" deltaHeight /= 2.0;",
" heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
// Shift along or against vector V
"if( heightFromTexture > currentLayerHeight ) {", // Below the surface
" if( heightFromTexture > currentLayerHeight ) {", // Below the surface
"currentTextureCoords -= deltaTexCoord;",
"currentLayerHeight += deltaHeight;",
" currentTextureCoords -= deltaTexCoord;",
" currentLayerHeight += deltaHeight;",
"} else {", // above the surface
" } else {", // above the surface
"currentTextureCoords += deltaTexCoord;",
"currentLayerHeight -= deltaHeight;",
" currentTextureCoords += deltaTexCoord;",
" currentLayerHeight -= deltaHeight;",
"}",
" }",
"}",
"return currentTextureCoords;",
" }",
" return currentTextureCoords;",
"#elif defined( USE_OCLUSION_PARALLAX )",
" #elif defined( USE_OCLUSION_PARALLAX )",
"vec2 prevTCoords = currentTextureCoords + dtex;",
" vec2 prevTCoords = currentTextureCoords + dtex;",
// Heights for linear interpolation
"float nextH = heightFromTexture - currentLayerHeight;",
"float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
" float nextH = heightFromTexture - currentLayerHeight;",
" float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
// Proportions for linear interpolation
"float weight = nextH / ( nextH - prevH );",
" float weight = nextH / ( nextH - prevH );",
// Interpolation of texture coordinates
"return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
" return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
"#else", // NO_PARALLAX
" #else", // NO_PARALLAX
"return vUv;",
" return vUv;",
"#endif",
" #endif",
"}",
" }",
"#endif",
"vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
"vec2 texDx = dFdx( vUv );",
"vec2 texDy = dFdy( vUv );",
" vec2 texDx = dFdx( vUv );",
" vec2 texDy = dFdy( vUv );",
"vec3 vSigmaX = dFdx( surfPosition );",
"vec3 vSigmaY = dFdy( surfPosition );",
"vec3 vR1 = cross( vSigmaY, surfNormal );",
"vec3 vR2 = cross( surfNormal, vSigmaX );",
"float fDet = dot( vSigmaX, vR1 );",
" vec3 vSigmaX = dFdx( surfPosition );",
" vec3 vSigmaY = dFdy( surfPosition );",
" vec3 vR1 = cross( vSigmaY, surfNormal );",
" vec3 vR2 = cross( surfNormal, vSigmaX );",
" float fDet = dot( vSigmaX, vR1 );",
"vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
"vec3 vProjVtex;",
"vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
"vProjVtex.z = dot( surfNormal, viewPosition );",
" vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
" vec3 vProjVtex;",
" vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
" vProjVtex.z = dot( surfNormal, viewPosition );",
"return parallaxMap( vProjVtex );",
" return parallaxMap( vProjVtex );",
"}",
"void main() {",
"vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
"gl_FragColor = texture2D( map, mapUv );",
" vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
" gl_FragColor = texture2D( map, mapUv );",
"}"
......
......@@ -26,8 +26,8 @@ THREE.RGBShiftShader = {
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -43,11 +43,11 @@ THREE.RGBShiftShader = {
"void main() {",
"vec2 offset = amount * vec2( cos(angle), sin(angle));",
"vec4 cr = texture2D(tDiffuse, vUv + offset);",
"vec4 cga = texture2D(tDiffuse, vUv);",
"vec4 cb = texture2D(tDiffuse, vUv - offset);",
"gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
" vec2 offset = amount * vec2( cos(angle), sin(angle));",
" vec4 cr = texture2D(tDiffuse, vUv + offset);",
" vec4 cga = texture2D(tDiffuse, vUv);",
" vec4 cb = texture2D(tDiffuse, vUv - offset);",
" gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
"}"
......
......@@ -21,8 +21,8 @@ THREE.SepiaShader = {
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
......@@ -38,14 +38,14 @@ THREE.SepiaShader = {
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec3 c = color.rgb;",
" vec4 color = texture2D( tDiffuse, vUv );",
" vec3 c = color.rgb;",
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
" color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
" color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
" color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
" gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
"}"
......
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