Quellcode durchsuchen

Don't indent shader code to minify better.

Nathan Sweet vor 2 Jahren
Ursprung
Commit
d5cd7f67b1
1 geänderte Dateien mit 82 neuen und 82 gelöschten Zeilen
  1. 82 82
      spine-ts/spine-webgl/src/Shader.ts

+ 82 - 82
spine-ts/spine-webgl/src/Shader.ts

@@ -194,106 +194,106 @@ export class Shader implements Disposable, Restorable {
 
 	public static newColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
 		let vs = `
-				attribute vec4 ${Shader.POSITION};
-				attribute vec4 ${Shader.COLOR};
-				attribute vec2 ${Shader.TEXCOORDS};
-				uniform mat4 ${Shader.MVP_MATRIX};
-				varying vec4 v_color;
-				varying vec2 v_texCoords;
-
-				void main () {
-					v_color = ${Shader.COLOR};
-					v_texCoords = ${Shader.TEXCOORDS};
-					gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
-				}
-			`;
+attribute vec4 ${Shader.POSITION};
+attribute vec4 ${Shader.COLOR};
+attribute vec2 ${Shader.TEXCOORDS};
+uniform mat4 ${Shader.MVP_MATRIX};
+varying vec4 v_color;
+varying vec2 v_texCoords;
+
+void main () {
+	v_color = ${Shader.COLOR};
+	v_texCoords = ${Shader.TEXCOORDS};
+	gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
+}
+`;
 
 		let fs = `
-				#ifdef GL_ES
-					#define LOWP lowp
-					precision mediump float;
-				#else
-					#define LOWP
-				#endif
-				varying LOWP vec4 v_color;
-				varying vec2 v_texCoords;
-				uniform sampler2D u_texture;
-
-				void main () {
-					gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
-				}
-			`;
+#ifdef GL_ES
+	#define LOWP lowp
+	precision mediump float;
+#else
+	#define LOWP
+#endif
+varying LOWP vec4 v_color;
+varying vec2 v_texCoords;
+uniform sampler2D u_texture;
+
+void main () {
+	gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
+}
+`;
 
 		return new Shader(context, vs, fs);
 	}
 
 	public static newTwoColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
 		let vs = `
-				attribute vec4 ${Shader.POSITION};
-				attribute vec4 ${Shader.COLOR};
-				attribute vec4 ${Shader.COLOR2};
-				attribute vec2 ${Shader.TEXCOORDS};
-				uniform mat4 ${Shader.MVP_MATRIX};
-				varying vec4 v_light;
-				varying vec4 v_dark;
-				varying vec2 v_texCoords;
-
-				void main () {
-					v_light = ${Shader.COLOR};
-					v_dark = ${Shader.COLOR2};
-					v_texCoords = ${Shader.TEXCOORDS};
-					gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
-				}
-			`;
+attribute vec4 ${Shader.POSITION};
+attribute vec4 ${Shader.COLOR};
+attribute vec4 ${Shader.COLOR2};
+attribute vec2 ${Shader.TEXCOORDS};
+uniform mat4 ${Shader.MVP_MATRIX};
+varying vec4 v_light;
+varying vec4 v_dark;
+varying vec2 v_texCoords;
+
+void main () {
+	v_light = ${Shader.COLOR};
+	v_dark = ${Shader.COLOR2};
+	v_texCoords = ${Shader.TEXCOORDS};
+	gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
+}
+`;
 
 		let fs = `
-				#ifdef GL_ES
-					#define LOWP lowp
-					precision mediump float;
-				#else
-					#define LOWP
-				#endif
-				varying LOWP vec4 v_light;
-				varying LOWP vec4 v_dark;
-				varying vec2 v_texCoords;
-				uniform sampler2D u_texture;
-
-				void main () {
-					vec4 texColor = texture2D(u_texture, v_texCoords);
-					gl_FragColor.a = texColor.a * v_light.a;
-					gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
-				}
-			`;
+#ifdef GL_ES
+	#define LOWP lowp
+	precision mediump float;
+#else
+	#define LOWP
+#endif
+varying LOWP vec4 v_light;
+varying LOWP vec4 v_dark;
+varying vec2 v_texCoords;
+uniform sampler2D u_texture;
+
+void main () {
+	vec4 texColor = texture2D(u_texture, v_texCoords);
+	gl_FragColor.a = texColor.a * v_light.a;
+	gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
+}
+`;
 
 		return new Shader(context, vs, fs);
 	}
 
 	public static newColored (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
 		let vs = `
-				attribute vec4 ${Shader.POSITION};
-				attribute vec4 ${Shader.COLOR};
-				uniform mat4 ${Shader.MVP_MATRIX};
-				varying vec4 v_color;
-
-				void main () {
-					v_color = ${Shader.COLOR};
-					gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
-				}
-			`;
+attribute vec4 ${Shader.POSITION};
+attribute vec4 ${Shader.COLOR};
+uniform mat4 ${Shader.MVP_MATRIX};
+varying vec4 v_color;
+
+void main () {
+	v_color = ${Shader.COLOR};
+	gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
+}
+`;
 
 		let fs = `
-				#ifdef GL_ES
-					#define LOWP lowp
-					precision mediump float;
-				#else
-					#define LOWP
-				#endif
-				varying LOWP vec4 v_color;
-
-				void main () {
-					gl_FragColor = v_color;
-				}
-			`;
+#ifdef GL_ES
+	#define LOWP lowp
+	precision mediump float;
+#else
+	#define LOWP
+#endif
+varying LOWP vec4 v_color;
+
+void main () {
+	gl_FragColor = v_color;
+}
+`;
 
 		return new Shader(context, vs, fs);
 	}