فهرست منبع

Remove end-line spaces

Urho3D[bot] 3 سال پیش
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کامیت
46299cf38c
39فایلهای تغییر یافته به همراه139 افزوده شده و 139 حذف شده
  1. 7 7
      bin/CoreData/Shaders/GLSL/BRDF.glsl
  2. 1 1
      bin/CoreData/Shaders/GLSL/Basic.glsl
  3. 2 2
      bin/CoreData/Shaders/GLSL/DeferredLight.glsl
  4. 1 1
      bin/CoreData/Shaders/GLSL/FXAA2.glsl
  5. 6 6
      bin/CoreData/Shaders/GLSL/FXAA3.glsl
  6. 2 2
      bin/CoreData/Shaders/GLSL/IBL.glsl
  7. 16 16
      bin/CoreData/Shaders/GLSL/Lighting.glsl
  8. 2 2
      bin/CoreData/Shaders/GLSL/LitParticle.glsl
  9. 7 7
      bin/CoreData/Shaders/GLSL/LitSolid.glsl
  10. 7 7
      bin/CoreData/Shaders/GLSL/PBR.glsl
  11. 1 1
      bin/CoreData/Shaders/GLSL/PBRTerrainBlend.glsl
  12. 1 1
      bin/CoreData/Shaders/GLSL/PrepassLight.glsl
  13. 2 2
      bin/CoreData/Shaders/GLSL/ShadowBlur.glsl
  14. 7 7
      bin/CoreData/Shaders/GLSL/TerrainBlend.glsl
  15. 1 1
      bin/CoreData/Shaders/GLSL/Tonemap.glsl
  16. 1 1
      bin/CoreData/Shaders/GLSL/Urho2D.glsl
  17. 1 1
      bin/CoreData/Shaders/GLSL/VegetationDepth.glsl
  18. 1 1
      bin/CoreData/Shaders/GLSL/VegetationShadow.glsl
  19. 8 8
      bin/CoreData/Shaders/HLSL/BRDF.hlsl
  20. 2 2
      bin/CoreData/Shaders/HLSL/BloomHDR.hlsl
  21. 1 1
      bin/CoreData/Shaders/HLSL/Blur.hlsl
  22. 1 1
      bin/CoreData/Shaders/HLSL/Depth.hlsl
  23. 4 4
      bin/CoreData/Shaders/HLSL/FXAA2.hlsl
  24. 7 7
      bin/CoreData/Shaders/HLSL/FXAA3.hlsl
  25. 6 6
      bin/CoreData/Shaders/HLSL/IBL.hlsl
  26. 16 16
      bin/CoreData/Shaders/HLSL/Lighting.hlsl
  27. 2 2
      bin/CoreData/Shaders/HLSL/LitParticle.hlsl
  28. 2 2
      bin/CoreData/Shaders/HLSL/LitSolid.hlsl
  29. 8 8
      bin/CoreData/Shaders/HLSL/PBR.hlsl
  30. 1 1
      bin/CoreData/Shaders/HLSL/PBRVegetation.hlsl
  31. 1 1
      bin/CoreData/Shaders/HLSL/Samplers.hlsl
  32. 1 1
      bin/CoreData/Shaders/HLSL/ShadowBlur.hlsl
  33. 4 4
      bin/CoreData/Shaders/HLSL/Skydome.hlsl
  34. 4 4
      bin/CoreData/Shaders/HLSL/TerrainBlend.hlsl
  35. 1 1
      bin/CoreData/Shaders/HLSL/Text.hlsl
  36. 1 1
      bin/CoreData/Shaders/HLSL/Tonemap.hlsl
  37. 1 1
      bin/CoreData/Shaders/HLSL/Unlit.hlsl
  38. 1 1
      bin/CoreData/Shaders/HLSL/UnlitParticle.hlsl
  39. 1 1
      bin/CoreData/Shaders/HLSL/Vegetation.hlsl

+ 7 - 7
bin/CoreData/Shaders/GLSL/BRDF.glsl

@@ -3,10 +3,10 @@
   #ifdef PBR
     // Following BRDF methods are based upon research Frostbite EA
     //[Lagrade et al. 2014, "Moving Frostbite to Physically Based Rendering"]
-    
+
     //Schlick Fresnel
     //specular  = the rgb specular color value of the pixel
-    //VdotH     = the dot product of the camera view direction and the half vector 
+    //VdotH     = the dot product of the camera view direction and the half vector
     vec3 SchlickFresnel(vec3 specular, float VdotH)
     {
         return specular + (vec3(1.0, 1.0, 1.0) - specular) * pow(1.0 - VdotH, 5.0);
@@ -14,7 +14,7 @@
 
     //Schlick Gaussian Fresnel
     //specular  = the rgb specular color value of the pixel
-    //VdotH     = the dot product of the camera view direction and the half vector 
+    //VdotH     = the dot product of the camera view direction and the half vector
     vec3 SchlickGaussianFresnel(in vec3 specular, in float VdotH)
     {
         float sphericalGaussian = pow(2.0, (-5.55473 * VdotH - 6.98316) * VdotH);
@@ -33,7 +33,7 @@
 
     //Get Fresnel
     //specular  = the rgb specular color value of the pixel
-    //VdotH     = the dot product of the camera view direction and the half vector 
+    //VdotH     = the dot product of the camera view direction and the half vector
     vec3 Fresnel(vec3 specular, float VdotH, float LdotH)
     {
         return SchlickFresnelCustom(specular, LdotH);
@@ -47,13 +47,13 @@
     float SmithGGXSchlickVisibility(float NdotL, float NdotV, float roughness)
     {
         float rough2 = roughness * roughness;
-        float lambdaV = NdotL  * sqrt((-NdotV * rough2 + NdotV) * NdotV + rough2);   
+        float lambdaV = NdotL  * sqrt((-NdotV * rough2 + NdotV) * NdotV + rough2);
         float lambdaL = NdotV  * sqrt((-NdotL * rough2 + NdotL) * NdotL + rough2);
-    
+
         return 0.5 / (lambdaV + lambdaL);
     }
 
-    float NeumannVisibility(float NdotV, float NdotL) 
+    float NeumannVisibility(float NdotV, float NdotL)
     {
         return NdotL * NdotV / max(1e-7, max(NdotL, NdotV));
     }

+ 1 - 1
bin/CoreData/Shaders/GLSL/Basic.glsl

@@ -14,7 +14,7 @@ void VS()
     mat4 modelMatrix = iModelMatrix;
     vec3 worldPos = GetWorldPos(modelMatrix);
     gl_Position = GetClipPos(worldPos);
-    
+
     #ifdef DIFFMAP
         vTexCoord = iTexCoord;
     #endif

+ 2 - 2
bin/CoreData/Shaders/GLSL/DeferredLight.glsl

@@ -69,12 +69,12 @@ void PS()
     // Position acquired via near/far ray is relative to camera. Bring position to world space
     vec3 eyeVec = -worldPos;
     worldPos += cCameraPosPS;
-    
+
     vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
     vec4 projWorldPos = vec4(worldPos, 1.0);
     vec3 lightColor;
     vec3 lightDir;
-    
+
     float diff = GetDiffuse(normal, worldPos, lightDir);
 
     #ifdef SHADOW

+ 1 - 1
bin/CoreData/Shaders/GLSL/FXAA2.glsl

@@ -79,7 +79,7 @@ void PS()
             rgbOut = rgbA;
         else
             rgbOut = rgbB;
-    
+
         gl_FragColor = vec4(rgbOut, 1.0);
     }
     else

+ 6 - 6
bin/CoreData/Shaders/GLSL/FXAA3.glsl

@@ -76,14 +76,14 @@ NOTE the other tuning knobs are now in the shader function inputs!
     //
     // Choose the quality preset.
     // This needs to be compiled into the shader as it effects code.
-    // Best option to include multiple presets is to 
+    // Best option to include multiple presets is to
     // in each shader define the preset, then include this file.
     //
     // OPTIONS
     // -----------------------------------------------------------------------
     // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
     // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
-    // 39       - no dither, very expensive 
+    // 39       - no dither, very expensive
     //
     // NOTES
     // -----------------------------------------------------------------------
@@ -92,7 +92,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
     // 23 = closest to FXAA 3.9 visually and performance wise
     //  _ = the lowest digit is directly related to performance
     // _  = the highest digit is directly related to style
-    // 
+    //
     #define FXAA_QUALITY_PRESET 12
 #endif
 
@@ -378,7 +378,7 @@ vec4 FxaaPixelShader(
     //   0.333 - too little (faster)
     //   0.250 - low quality
     //   0.166 - default
-    //   0.125 - high quality 
+    //   0.125 - high quality
     //   0.063 - overkill (slower)
     float fxaaQualityEdgeThreshold,
     //
@@ -401,7 +401,7 @@ vec4 FxaaPixelShader(
     vec2 posM;
     posM.x = pos.x;
     posM.y = pos.y;
-    
+
     vec4 rgbyM = FxaaTexTop(tex, posM);
     rgbyM.y = CalcLuma(rgbyM.rgb);
     #define lumaM rgbyM.y
@@ -720,7 +720,7 @@ vec4 FxaaPixelShader(
 /*============================================================================
 
                       Urho3D Vertex- and Pixelshader
-                      
+
 ============================================================================*/
 
 void VS()

+ 2 - 2
bin/CoreData/Shaders/GLSL/IBL.glsl

@@ -18,14 +18,14 @@
     }
 
     // https://web.archive.org/web/20200228213025/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
-    vec3 FixCubeLookup(vec3 v, float cubeMapSize) 
+    vec3 FixCubeLookup(vec3 v, float cubeMapSize)
     {
         float M = max(max(abs(v.x), abs(v.y)), abs(v.z));
         float scale = (cubeMapSize - 1.0) / cubeMapSize;
 
         if (abs(v.x) != M) v.x *= scale;
         if (abs(v.y) != M) v.y *= scale;
-        if (abs(v.z) != M) v.z *= scale; 
+        if (abs(v.z) != M) v.z *= scale;
 
         return v;
     }

+ 16 - 16
bin/CoreData/Shaders/GLSL/Lighting.glsl

@@ -166,7 +166,7 @@ float GetDiffuseVolumetric(vec3 worldPos)
 // https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_reflection_model
 float GetSpecular(vec3 normal, vec3 eyeVec, vec3 lightDir, float specularPower)
 {
-    vec3 halfVec = normalize(normalize(eyeVec) + lightDir);  
+    vec3 halfVec = normalize(normalize(eyeVec) + lightDir);
     return pow(max(dot(normal, halfVec), 0.0), specularPower);
 }
 
@@ -184,23 +184,23 @@ float GetIntensity(vec3 color)
 #endif
 
 #ifdef VSM_SHADOW
-float ReduceLightBleeding(float min, float p_max)  
-{  
-    return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);  
+float ReduceLightBleeding(float min, float p_max)
+{
+    return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);
 }
 
-float Chebyshev(vec2 Moments, float depth)  
-{  
-    //One-tailed inequality valid if depth > Moments.x  
-    float p = float(depth <= Moments.x);  
-    //Compute variance.  
-    float Variance = Moments.y - (Moments.x * Moments.x); 
+float Chebyshev(vec2 Moments, float depth)
+{
+    //One-tailed inequality valid if depth > Moments.x
+    float p = float(depth <= Moments.x);
+    //Compute variance.
+    float Variance = Moments.y - (Moments.x * Moments.x);
 
     float minVariance = cVSMShadowParams.x;
     Variance = max(Variance, minVariance);
-    //Compute probabilistic upper bound.  
-    float d = depth - Moments.x;  
-    float p_max = Variance / (Variance + d*d); 
+    //Compute probabilistic upper bound.
+    float d = depth - Moments.x;
+    float p_max = Variance / (Variance + d*d);
     // Prevent light bleeding
     p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
 
@@ -239,7 +239,7 @@ float GetShadow(vec4 shadowPos)
                 textureProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)));
         #endif
     #elif defined(VSM_SHADOW)
-        vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg; 
+        vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg;
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
     #endif
 }
@@ -260,7 +260,7 @@ float GetShadow(highp vec4 shadowPos)
         );
         return cShadowIntensity.y + dot(inLight, vec4(cShadowIntensity.x));
     #elif defined(VSM_SHADOW)
-        vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg; 
+        vec2 samples = texture2D(sShadowMap, shadowPos.xy / shadowPos.w).rg;
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
     #endif
 }
@@ -307,7 +307,7 @@ float GetDirShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
         shadowPos = iShadowPos[2];
     else
         shadowPos = iShadowPos[3];
-        
+
     return GetDirShadowFade(GetShadow(shadowPos), depth);
 }
 #else

+ 2 - 2
bin/CoreData/Shaders/GLSL/LitParticle.glsl

@@ -62,7 +62,7 @@ void VS()
             // Spotlight projection: transform from world space to projector texture coordinates
             vSpotPos = projWorldPos * cLightMatrices[0];
         #endif
-    
+
         #ifdef POINTLIGHT
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
         #endif
@@ -139,7 +139,7 @@ void PS()
         #ifdef SHADOW
             diff *= GetShadow(vShadowPos, vWorldPos.w);
         #endif
-    
+
         #if defined(SPOTLIGHT)
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
         #elif defined(CUBEMASK)

+ 7 - 7
bin/CoreData/Shaders/GLSL/LitSolid.glsl

@@ -76,7 +76,7 @@ void VS()
             // Spotlight projection: transform from world space to projector texture coordinates
             vSpotPos = projWorldPos * cLightMatrices[0];
         #endif
-    
+
         #ifdef POINTLIGHT
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
         #endif
@@ -90,12 +90,12 @@ void VS()
         #else
             vVertexLight = GetAmbient(GetZonePos(worldPos));
         #endif
-        
+
         #ifdef NUMVERTEXLIGHTS
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
         #endif
-        
+
         vScreenPos = GetScreenPos(gl_Position);
 
         #ifdef ENVCUBEMAP
@@ -121,7 +121,7 @@ void PS()
     #ifdef VERTEXCOLOR
         diffColor *= vColor;
     #endif
-    
+
     // Get material specular albedo
     #ifdef SPECMAP
         vec3 specColor = cMatSpecColor.rgb * texture2D(sSpecMap, vTexCoord.xy).rgb;
@@ -155,7 +155,7 @@ void PS()
         #ifdef SHADOW
             diff *= GetShadow(vShadowPos, vWorldPos.w);
         #endif
-    
+
         #if defined(SPOTLIGHT)
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
         #elif defined(CUBEMASK)
@@ -163,7 +163,7 @@ void PS()
         #else
             lightColor = cLightColor.rgb;
         #endif
-    
+
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
@@ -218,7 +218,7 @@ void PS()
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
             finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
-        
+
         #ifdef MATERIAL
             // Add light pre-pass accumulation result
             // Lights are accumulated at half intensity. Bring back to full intensity now

+ 7 - 7
bin/CoreData/Shaders/GLSL/PBR.glsl

@@ -31,9 +31,9 @@
         }
 
         float sphereAngle = clamp(radius * invDistToLight, 0.0, 1.0);
-                            
+
         specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
-        specEnergy *= specEnergy;                           
+        specEnergy *= specEnergy;
 
         vec3 R = 2.0 * dot(toCamera, normal) * normal - toCamera;
         R = GetSpecularDominantDir(normal, R, roughness);
@@ -64,10 +64,10 @@
     vec3 TubeLight(vec3 worldPos, vec3 lightVec, vec3 normal, vec3 toCamera, float roughness, vec3 specColor, vec3 diffColor, out float ndl)
     {
         float radius      = cLightRad / 100.0;
-        float len         = cLightLength / 10.0; 
+        float len         = cLightLength / 10.0;
         vec3 pos         = (cLightPosPS.xyz - worldPos);
         vec3 reflectVec  = reflect(-toCamera, normal);
-        
+
         vec3 L01 = cLightDirPS * len;
         vec3 L0 = pos - 0.5 * L01;
         vec3 L1 = pos + 0.5 * L01;
@@ -78,13 +78,13 @@
 
         float NoL0      = dot( L0, normal ) / ( 2.0 * distL0 );
         float NoL1      = dot( L1, normal ) / ( 2.0 * distL1 );
-        ndl             = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) ) 
+        ndl             = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) )
                         / ( distL0 * distL1 + dot( L0, L1 ) + 2.0 );
-    
+
         float a = len * len;
         float b = dot( reflectVec, L01 );
         float t = clamp( dot( L0, b * reflectVec - L01 ) / (a - b*b), 0.0, 1.0 );
-        
+
         vec3 closestPoint   = L0 + ld * clamp(t, 0.0, 1.0);
         vec3 centreToRay    = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
         closestPoint          = closestPoint + centreToRay * clamp(radius / length(centreToRay), 0.0, 1.0);

+ 1 - 1
bin/CoreData/Shaders/GLSL/PBRTerrainBlend.glsl

@@ -115,7 +115,7 @@ void PS()
     weights /= sumWeights;
     vec4 diffColor = cMatDiffColor * (
         weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
-        weights.g * texture2D(sDetailMap2, vDetailTexCoord) + 
+        weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
         weights.b * texture2D(sDetailMap3, vDetailTexCoord)
     );
 

+ 1 - 1
bin/CoreData/Shaders/GLSL/PrepassLight.glsl

@@ -78,7 +78,7 @@ void PS()
     #ifdef SHADOW
         diff *= GetShadowDeferred(projWorldPos, normal, depth);
     #endif
-    
+
     #if defined(SPOTLIGHT)
         vec4 spotPos = projWorldPos * cLightMatricesPS[0];
         lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0);

+ 2 - 2
bin/CoreData/Shaders/GLSL/ShadowBlur.glsl

@@ -20,7 +20,7 @@ void VS()
 void PS()
 {
     vec2 color = vec2(0.0);
-    
+
     color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(-3.0) * cBlurOffsets).rg;
     color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(-2.0) * cBlurOffsets).rg;
     color += 0.234375 * texture2D(sDiffMap, vScreenPos + vec2(-1.0) * cBlurOffsets).rg;
@@ -28,7 +28,7 @@ void PS()
     color += 0.234375 * texture2D(sDiffMap, vScreenPos + vec2(1.0) * cBlurOffsets).rg;
     color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(2.0) * cBlurOffsets).rg;
     color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(3.0) * cBlurOffsets).rg;
-    
+
     gl_FragColor = vec4(color, 0.0, 0.0);
 }
 

+ 7 - 7
bin/CoreData/Shaders/GLSL/TerrainBlend.glsl

@@ -75,7 +75,7 @@ void VS()
             // Spotlight projection: transform from world space to projector texture coordinates
             vSpotPos = projWorldPos * cLightMatrices[0];
         #endif
-    
+
         #ifdef POINTLIGHT
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
         #endif
@@ -89,12 +89,12 @@ void VS()
         #else
             vVertexLight = GetAmbient(GetZonePos(worldPos));
         #endif
-        
+
         #ifdef NUMVERTEXLIGHTS
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
         #endif
-        
+
         vScreenPos = GetScreenPos(gl_Position);
 
         #ifdef ENVCUBEMAP
@@ -111,7 +111,7 @@ void PS()
     weights /= sumWeights;
     vec4 diffColor = cMatDiffColor * (
         weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
-        weights.g * texture2D(sDetailMap2, vDetailTexCoord) + 
+        weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
         weights.b * texture2D(sDetailMap3, vDetailTexCoord)
     );
 
@@ -133,13 +133,13 @@ void PS()
         vec3 lightColor;
         vec3 lightDir;
         vec3 finalColor;
-        
+
         float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir);
 
         #ifdef SHADOW
             diff *= GetShadow(vShadowPos, vWorldPos.w);
         #endif
-    
+
         #if defined(SPOTLIGHT)
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
         #elif defined(CUBEMASK)
@@ -147,7 +147,7 @@ void PS()
         #else
             lightColor = cLightColor.rgb;
         #endif
-    
+
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);

+ 1 - 1
bin/CoreData/Shaders/GLSL/Tonemap.glsl

@@ -32,7 +32,7 @@ void PS()
     #endif
 
     #ifdef UNCHARTED2
-    vec3 color = Uncharted2Tonemap(max(texture2D(sDiffMap, vScreenPos).rgb * cTonemapExposureBias, 0.0)) / 
+    vec3 color = Uncharted2Tonemap(max(texture2D(sDiffMap, vScreenPos).rgb * cTonemapExposureBias, 0.0)) /
         Uncharted2Tonemap(vec3(cTonemapMaxWhite, cTonemapMaxWhite, cTonemapMaxWhite));
     gl_FragColor = vec4(color, 1.0);
     #endif

+ 1 - 1
bin/CoreData/Shaders/GLSL/Urho2D.glsl

@@ -10,7 +10,7 @@ void VS()
     mat4 modelMatrix = iModelMatrix;
     vec3 worldPos = GetWorldPos(modelMatrix);
     gl_Position = GetClipPos(worldPos);
-    
+
     vTexCoord = iTexCoord;
     vColor = iColor;
 }

+ 1 - 1
bin/CoreData/Shaders/GLSL/VegetationDepth.glsl

@@ -15,7 +15,7 @@ void VS()
 {
     mat4 modelMatrix = iModelMatrix;
     vec3 worldPos = GetWorldPos(modelMatrix);
-    
+
     #ifdef WINDSTEMAXIS
         float stemDistance = dot(iPos.xyz, cWindStemAxis);
     #else

+ 1 - 1
bin/CoreData/Shaders/GLSL/VegetationShadow.glsl

@@ -19,7 +19,7 @@ void VS()
 {
     mat4 modelMatrix = iModelMatrix;
     vec3 worldPos = GetWorldPos(modelMatrix);
-    
+
     #ifdef WINDSTEMAXIS
         float stemDistance = dot(iPos.xyz, cWindStemAxis);
     #else

+ 8 - 8
bin/CoreData/Shaders/HLSL/BRDF.hlsl

@@ -3,18 +3,18 @@
 
     // Following BRDF methods are based upon research Frostbite EA
     //[Lagrade et al. 2014, "Moving Frostbite to Physically Based Rendering"]
-    
+
     //Schlick Fresnel
     //specular  = the rgb specular color value of the pixel
-    //VdotH     = the dot product of the camera view direction and the half vector 
+    //VdotH     = the dot product of the camera view direction and the half vector
     float3 SchlickFresnel(float3 specular, float VdotH)
     {
         return specular + (float3(1.0, 1.0, 1.0) - specular) * pow(1.0 - VdotH, 5.0);
     }
 
-    //Schlick Gaussian Fresnel 
+    //Schlick Gaussian Fresnel
     //specular  = the rgb specular color value of the pixel
-    //VdotH     = the dot product of the camera view direction and the half vector 
+    //VdotH     = the dot product of the camera view direction and the half vector
     float3 SchlickGaussianFresnel(in float3 specular, in float VdotH)
     {
         float sphericalGaussian = pow(2.0, (-5.55473 * VdotH - 6.98316) * VdotH);
@@ -33,7 +33,7 @@
 
     //Get Fresnel
     //specular  = the rgb specular color value of the pixel
-    //VdotH     = the dot product of the camera view direction and the half vector 
+    //VdotH     = the dot product of the camera view direction and the half vector
     float3 Fresnel(float3 specular, float VdotH, float LdotH)
     {
         return SchlickFresnelCustom(specular, LdotH);
@@ -47,13 +47,13 @@
     float SmithGGXSchlickVisibility(float NdotL, float NdotV, float roughness)
     {
         float rough2 = roughness * roughness;
-        float lambdaV = NdotL  * sqrt((-NdotV * rough2 + NdotV) * NdotV + rough2);   
+        float lambdaV = NdotL  * sqrt((-NdotV * rough2 + NdotV) * NdotV + rough2);
         float lambdaL = NdotV  * sqrt((-NdotL * rough2 + NdotL) * NdotL + rough2);
-    
+
         return 0.5 / (lambdaV + lambdaL);
     }
 
-    float NeumannVisibility(float NdotV, float NdotL) 
+    float NeumannVisibility(float NdotV, float NdotL)
     {
         return NdotL * NdotV / max(1e-7, max(NdotL, NdotV));
     }

+ 2 - 2
bin/CoreData/Shaders/HLSL/BloomHDR.hlsl

@@ -123,7 +123,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
     #ifdef BLUR2
     oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
     #endif
-    
+
     #else
 
     #ifdef BLUR16
@@ -141,7 +141,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
     #ifdef BLUR2
     oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
     #endif
-    
+
     #endif
 
     #ifdef COMBINE16

+ 1 - 1
bin/CoreData/Shaders/HLSL/Blur.hlsl

@@ -27,7 +27,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
     out float4 oColor : OUTCOLOR0)
 {
     #ifdef BLUR3
-        #ifndef D3D11 
+        #ifndef D3D11
             oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
         #else
             oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);

+ 1 - 1
bin/CoreData/Shaders/HLSL/Depth.hlsl

@@ -20,7 +20,7 @@ void VS(float4 iPos : POSITION,
     #ifdef NOUV
     float2 iTexCoord = float2(0.0, 0.0);
     #endif
-    
+
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);

+ 4 - 4
bin/CoreData/Shaders/HLSL/FXAA2.hlsl

@@ -69,7 +69,7 @@ void PS(float2 iScreenPos : TEXCOORD0,
         float2 dir;
         dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
         dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));
-    
+
         float dirReduce = max(
             (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
             FXAA_REDUCE_MIN);
@@ -77,9 +77,9 @@ void PS(float2 iScreenPos : TEXCOORD0,
         dir = min(float2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX),
               max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
               dir * rcpDirMin)) * cGBufferInvSize.xy;
-    
+
         dir *= cFXAAParams.z;
-    
+
         float3 rgbA = (1.0/2.0) * (
             Sample2DLod0(DiffMap, iScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
             Sample2DLod0(DiffMap, iScreenPos + dir * (2.0/3.0 - 0.5)).xyz);
@@ -87,7 +87,7 @@ void PS(float2 iScreenPos : TEXCOORD0,
             Sample2DLod0(DiffMap, iScreenPos + dir * (0.0/3.0 - 0.5)).xyz +
             Sample2DLod0(DiffMap, iScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
         float lumaB = dot(rgbB, luma);
-        
+
         float3 rgbOut;
         if((lumaB < lumaMin) || (lumaB > lumaMax))
             rgbOut = rgbA;

+ 7 - 7
bin/CoreData/Shaders/HLSL/FXAA3.hlsl

@@ -59,14 +59,14 @@ NOTE the other tuning knobs are now in the shader function inputs!
     //
     // Choose the quality preset.
     // This needs to be compiled into the shader as it effects code.
-    // Best option to include multiple presets is to 
+    // Best option to include multiple presets is to
     // in each shader define the preset, then include this file.
-    // 
+    //
     // OPTIONS
     // -----------------------------------------------------------------------
     // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
     // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
-    // 39       - no dither, very expensive 
+    // 39       - no dither, very expensive
     //
     // NOTES
     // -----------------------------------------------------------------------
@@ -75,7 +75,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
     // 23 = closest to FXAA 3.9 visually and performance wise
     //  _ = the lowest digit is directly related to performance
     // _  = the highest digit is directly related to style
-    // 
+    //
     #define FXAA_QUALITY_PRESET 12
 #endif
 
@@ -349,7 +349,7 @@ float4 FxaaPixelShader(
     //   0.333 - too little (faster)
     //   0.250 - low quality
     //   0.166 - default
-    //   0.125 - high quality 
+    //   0.125 - high quality
     //   0.063 - overkill (slower)
     float fxaaQualityEdgeThreshold,
     //
@@ -372,7 +372,7 @@ float4 FxaaPixelShader(
     float2 posM;
     posM.x = pos.x;
     posM.y = pos.y;
-    
+
     float4 rgbyM = FxaaTexTop(DiffMap, posM);
     rgbyM.y = CalcLuma(rgbyM.rgb);
     #define lumaM rgbyM.y
@@ -692,7 +692,7 @@ float4 FxaaPixelShader(
 /*============================================================================
 
                       Urho3D Vertex- and Pixelshader
-                      
+
 ============================================================================*/
 
 void VS(float4 iPos : POSITION,

+ 6 - 6
bin/CoreData/Shaders/HLSL/IBL.hlsl

@@ -24,11 +24,11 @@
 
         if (abs(v.x) != M) v.x *= scale;
         if (abs(v.y) != M) v.y *= scale;
-        if (abs(v.z) != M) v.z *= scale; 
+        if (abs(v.z) != M) v.z *= scale;
 
         return v;
     }
-    
+
     /// Calculate IBL contributation
     ///     reflectVec: reflection vector for cube sampling
     ///     wsNormal: surface normal in word space
@@ -36,7 +36,7 @@
     ///     roughness: surface roughness
     ///     ambientOcclusion: ambient occlusion
     float3 ImageBasedLighting(in float3 reflectVec, in float3 wsNormal, in float3 toCamera, in float3 diffColor, in float3 specColor, in float roughness, inout float3 reflectionCubeColor)
-    { 
+    {
         roughness = max(roughness, 0.08);
         reflectVec = GetSpecularDominantDir(wsNormal, reflectVec, roughness);
         const float ndv = saturate(dot(-toCamera, wsNormal));
@@ -45,9 +45,9 @@
 
         // float3 intersectMax = (cZoneMax - toCamera) / reflectVec;
         // float3 intersectMin = (cZoneMin - toCamera) / reflectVec;
-        
+
         // float3 furthestPlane = max(intersectMax, intersectMin);
-        
+
         // float planeDistance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
 
         // // Get the intersection position
@@ -59,7 +59,7 @@
         const float cubeMapSize = 1024.0; // TODO This only works with textures of a given size
         float3 cube = SampleCubeLOD(ZoneCubeMap, float4(FixCubeLookup(reflectVec, cubeMapSize), mipSelect)).rgb;
         float3 cubeD = SampleCubeLOD(ZoneCubeMap, float4(FixCubeLookup(wsNormal, cubeMapSize), 9.0)).rgb;
-        
+
         // Fake the HDR texture
         float brightness = clamp(cAmbientColor.a, 0.0, 1.0);
         float darknessCutoff = clamp((cAmbientColor.a - 1.0) * 0.1, 0.0, 0.25);

+ 16 - 16
bin/CoreData/Shaders/HLSL/Lighting.hlsl

@@ -140,7 +140,7 @@ float GetAtten(float3 normal, float3 worldPos, out float3 lightDir)
 {
     lightDir = cLightDirPS;
     return saturate(dot(normal, lightDir));
-    
+
 }
 
 float GetAttenPoint(float3 normal, float3 worldPos, out float3 lightDir)
@@ -197,23 +197,23 @@ float GetIntensity(float3 color)
 #endif
 
 #ifdef VSM_SHADOW
-float ReduceLightBleeding(float min, float p_max)  
-{  
-    return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);  
+float ReduceLightBleeding(float min, float p_max)
+{
+    return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);
 }
 
-float Chebyshev(float2 Moments, float depth)  
-{  
-    //One-tailed inequality valid if depth > Moments.x  
-    float p = float(depth <= Moments.x);  
+float Chebyshev(float2 Moments, float depth)
+{
+    //One-tailed inequality valid if depth > Moments.x
+    float p = float(depth <= Moments.x);
     //Compute variance.
-    float Variance = Moments.y - (Moments.x * Moments.x); 
+    float Variance = Moments.y - (Moments.x * Moments.x);
 
     float minVariance = cVSMShadowParams.x;
-    Variance = max(Variance, minVariance);  
-    //Compute probabilistic upper bound.  
-    float d = depth - Moments.x;  
-    float p_max = Variance / (Variance + d*d); 
+    Variance = max(Variance, minVariance);
+    //Compute probabilistic upper bound.
+    float d = depth - Moments.x;
+    float p_max = Variance / (Variance + d*d);
     // Prevent light bleeding
     p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
 
@@ -238,7 +238,7 @@ float GetShadow(float4 shadowPos)
                 return cShadowIntensity.y + cShadowIntensity.x * (inLight > shadowPos.z);
             #endif
         #endif
-    
+
     #elif defined(PCF_SHADOW)
         // Take four samples and average them
         // Note: in case of sampling a point light cube shadow, we optimize out the w divide as it has already been performed
@@ -269,7 +269,7 @@ float GetShadow(float4 shadowPos)
                 return cShadowIntensity.y + dot(inLight > shadowPos.z, cShadowIntensity.x);
             #endif
         #endif
-    
+
     #elif defined(VSM_SHADOW)
         float2 samples = Sample2D(ShadowMap, shadowPos.xy / shadowPos.w).rg;
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z/shadowPos.w);
@@ -344,7 +344,7 @@ float GetDirShadowDeferred(float4 projWorldPos, float3 normal, float depth)
         else
             shadowPos = mul(projWorldPos, cLightMatricesPS[3]);
     #endif
-    
+
     return GetDirShadowFade(GetShadow(shadowPos), depth);
 }
 #endif

+ 2 - 2
bin/CoreData/Shaders/HLSL/LitParticle.hlsl

@@ -71,7 +71,7 @@ void VS(float4 iPos : POSITION,
     #ifdef NOUV
     float2 iTexCoord = float2(0.0, 0.0);
     #endif
-    
+
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);
@@ -196,7 +196,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         // Per-pixel forward lighting
         float3 lightColor;
         float3 finalColor;
-        
+
         float diff = GetDiffuseVolumetric(iWorldPos.xyz);
 
         #ifdef SHADOW

+ 2 - 2
bin/CoreData/Shaders/HLSL/LitSolid.hlsl

@@ -127,7 +127,7 @@ void VS(float4 iPos : POSITION,
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
         #endif
-        
+
         oScreenPos = GetScreenPos(oPos);
 
         #ifdef ENVCUBEMAP
@@ -238,7 +238,7 @@ void PS(
         #else
             lightColor = cLightColor.rgb;
         #endif
-    
+
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);

+ 8 - 8
bin/CoreData/Shaders/HLSL/PBR.hlsl

@@ -31,9 +31,9 @@
         }
 
         float sphereAngle = saturate(radius * invDistToLight);
-                            
+
         specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
-        specEnergy *= specEnergy;                           
+        specEnergy *= specEnergy;
 
         float3 R = 2 * dot(toCamera, normal) * normal - toCamera;
         R = GetSpecularDominantDir(normal, R, roughness);
@@ -65,10 +65,10 @@
     float3 TubeLight(float3 worldPos, float3 lightVec, float3 normal, float3 toCamera, float roughness, float3 specColor, float3 diffColor, out float ndl)
     {
         float radius      = cLightRad / 100;
-        float len         = cLightLength / 10; 
+        float len         = cLightLength / 10;
         float3 pos         = (cLightPosPS.xyz - worldPos);
         float3 reflectVec  = reflect(-toCamera, normal);
-        
+
         float3 L01 = cLightDirPS * len;
         float3 L0 = pos - 0.5 * L01;
         float3 L1 = pos + 0.5 * L01;
@@ -79,13 +79,13 @@
 
         float NoL0      = dot( L0, normal ) / ( 2.0 * distL0 );
         float NoL1      = dot( L1, normal ) / ( 2.0 * distL1 );
-        ndl             = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) ) 
+        ndl             = ( 2.0 * clamp( NoL0 + NoL1, 0.0, 1.0 ) )
                         / ( distL0 * distL1 + dot( L0, L1 ) + 2.0 );
-    
+
         float a = len * len;
         float b = dot( reflectVec, L01 );
         float t = saturate( dot( L0, b * reflectVec - L01 ) / (a - b*b) );
-        
+
         float3 closestPoint   = L0 + ld * saturate( t);
         float3 centreToRay    = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
         closestPoint          = closestPoint + centreToRay * saturate(radius / length(centreToRay));
@@ -138,7 +138,7 @@
                 if(cLightLength > 0.0)
                 {
                     return TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
-                    
+
                 }
                 else
                 {

+ 1 - 1
bin/CoreData/Shaders/HLSL/PBRVegetation.hlsl

@@ -104,7 +104,7 @@ void VS(float4 iPos : POSITION,
 
     const float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
-    
+
     #ifdef WINDSTEMAXIS
         float stemDistance = dot(iPos, cWindStemAxis);
     #else

+ 1 - 1
bin/CoreData/Shaders/HLSL/Samplers.hlsl

@@ -74,7 +74,7 @@ SamplerState sAlbedoBuffer : register(s0);
 SamplerState sNormalMap : register(s1);
 SamplerState sNormalBuffer : register(s1);
 SamplerState sSpecMap : register(s2);
-SamplerState sRoughMetalFresnel : register(s2); //R: Roughness, G: Metal 
+SamplerState sRoughMetalFresnel : register(s2); //R: Roughness, G: Metal
 SamplerState sEmissiveMap : register(s3);
 SamplerState sEnvMap : register(s4);
 SamplerState sVolumeMap : register(s5);

+ 1 - 1
bin/CoreData/Shaders/HLSL/ShadowBlur.hlsl

@@ -32,7 +32,7 @@ void VS(float4 iPos : POSITION,
 
 void PS(float2 iScreenPos : TEXCOORD0,
     out float4 oColor : OUTCOLOR0)
-{  
+{
     float2 color = 0.0;
 
     color += 0.015625 * Sample2D(DiffMap, iScreenPos - 3.0 * cBlurOffsets).rg;

+ 4 - 4
bin/CoreData/Shaders/HLSL/Skydome.hlsl

@@ -2,20 +2,20 @@
 #include "Samplers.hlsl"
 #include "Transform.hlsl"
 
-void VS(float4 iPos : POSITION, 
+void VS(float4 iPos : POSITION,
     float2 iTexCoord: TEXCOORD0,
-    out float2 oTexCoord : TEXCOORD0, 
+    out float2 oTexCoord : TEXCOORD0,
     out float4 oPos : OUTPOSITION)
 {
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);
-    
+
     oPos.z = oPos.w;
     oTexCoord = iTexCoord;
 }
 
-void PS(float2 iTexCoord : TEXCOORD0, 
+void PS(float2 iTexCoord : TEXCOORD0,
         out float4 oColor : OUTCOLOR0)
 {
     oColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);

+ 4 - 4
bin/CoreData/Shaders/HLSL/TerrainBlend.hlsl

@@ -114,7 +114,7 @@ void VS(float4 iPos : POSITION,
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
         #endif
-        
+
         oScreenPos = GetScreenPos(oPos);
     #endif
 }
@@ -178,13 +178,13 @@ void PS(float2 iTexCoord : TEXCOORD0,
         float3 lightDir;
         float3 lightColor;
         float3 finalColor;
-        
+
         float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
 
         #ifdef SHADOW
             diff *= GetShadow(iShadowPos, iWorldPos.w);
         #endif
-    
+
         #if defined(SPOTLIGHT)
             lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
         #elif defined(CUBEMASK)
@@ -192,7 +192,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         #else
             lightColor = cLightColor.rgb;
         #endif
-    
+
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);

+ 1 - 1
bin/CoreData/Shaders/HLSL/Text.hlsl

@@ -93,7 +93,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
                        + GetAlpha(distance3, width)
                        + GetAlpha(distance4, width)
                        + GetAlpha(distance5, width);
-            
+
                 // For calculating of average correct would be dividing by 5.
                 // But when text is blurred, its brightness is lost. Therefore divide by 4.
                 alpha = alpha * 0.25;

+ 1 - 1
bin/CoreData/Shaders/HLSL/Tonemap.hlsl

@@ -47,7 +47,7 @@ void PS(float2 iScreenPos : TEXCOORD0,
     #endif
 
     #ifdef UNCHARTED2
-    float3 color = Uncharted2Tonemap(max(Sample2D(DiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0)) / 
+    float3 color = Uncharted2Tonemap(max(Sample2D(DiffMap, iScreenPos).rgb * cTonemapExposureBias, 0.0)) /
         Uncharted2Tonemap(float3(cTonemapMaxWhite, cTonemapMaxWhite, cTonemapMaxWhite));
     oColor = float4(color, 1.0);
     #endif

+ 1 - 1
bin/CoreData/Shaders/HLSL/Unlit.hlsl

@@ -50,7 +50,7 @@ void VS(float4 iPos : POSITION,
     #if defined(D3D11) && defined(CLIPPLANE)
         oClip = dot(oPos, cClipPlane);
     #endif
-    
+
     #ifdef VERTEXCOLOR
         oColor = iColor;
     #endif

+ 1 - 1
bin/CoreData/Shaders/HLSL/UnlitParticle.hlsl

@@ -111,7 +111,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
     #else
         float fogFactor = GetFogFactor(iWorldPos.w);
     #endif
-    
+
     // Soft particle fade
     // In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
     #ifdef SOFTPARTICLES

+ 1 - 1
bin/CoreData/Shaders/HLSL/Vegetation.hlsl

@@ -101,7 +101,7 @@ void VS(float4 iPos : POSITION,
 
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
-    
+
     #ifdef WINDSTEMAXIS
         float stemDistance = dot(iPos, cWindStemAxis);
     #else