Browse Source

Remove end-line spaces

Urho3D[bot] 3 years ago
parent
commit
46299cf38c
39 changed files with 139 additions and 139 deletions
  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
   #ifdef PBR
     // Following BRDF methods are based upon research Frostbite EA
     // Following BRDF methods are based upon research Frostbite EA
     //[Lagrade et al. 2014, "Moving Frostbite to Physically Based Rendering"]
     //[Lagrade et al. 2014, "Moving Frostbite to Physically Based Rendering"]
-    
+
     //Schlick Fresnel
     //Schlick Fresnel
     //specular  = the rgb specular color value of the pixel
     //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)
     vec3 SchlickFresnel(vec3 specular, float VdotH)
     {
     {
         return specular + (vec3(1.0, 1.0, 1.0) - specular) * pow(1.0 - VdotH, 5.0);
         return specular + (vec3(1.0, 1.0, 1.0) - specular) * pow(1.0 - VdotH, 5.0);
@@ -14,7 +14,7 @@
 
 
     //Schlick Gaussian Fresnel
     //Schlick Gaussian Fresnel
     //specular  = the rgb specular color value of the pixel
     //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)
     vec3 SchlickGaussianFresnel(in vec3 specular, in float VdotH)
     {
     {
         float sphericalGaussian = pow(2.0, (-5.55473 * VdotH - 6.98316) * VdotH);
         float sphericalGaussian = pow(2.0, (-5.55473 * VdotH - 6.98316) * VdotH);
@@ -33,7 +33,7 @@
 
 
     //Get Fresnel
     //Get Fresnel
     //specular  = the rgb specular color value of the pixel
     //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)
     vec3 Fresnel(vec3 specular, float VdotH, float LdotH)
     {
     {
         return SchlickFresnelCustom(specular, LdotH);
         return SchlickFresnelCustom(specular, LdotH);
@@ -47,13 +47,13 @@
     float SmithGGXSchlickVisibility(float NdotL, float NdotV, float roughness)
     float SmithGGXSchlickVisibility(float NdotL, float NdotV, float roughness)
     {
     {
         float rough2 = roughness * 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);
         float lambdaL = NdotV  * sqrt((-NdotL * rough2 + NdotL) * NdotL + rough2);
-    
+
         return 0.5 / (lambdaV + lambdaL);
         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));
         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;
     mat4 modelMatrix = iModelMatrix;
     vec3 worldPos = GetWorldPos(modelMatrix);
     vec3 worldPos = GetWorldPos(modelMatrix);
     gl_Position = GetClipPos(worldPos);
     gl_Position = GetClipPos(worldPos);
-    
+
     #ifdef DIFFMAP
     #ifdef DIFFMAP
         vTexCoord = iTexCoord;
         vTexCoord = iTexCoord;
     #endif
     #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
     // Position acquired via near/far ray is relative to camera. Bring position to world space
     vec3 eyeVec = -worldPos;
     vec3 eyeVec = -worldPos;
     worldPos += cCameraPosPS;
     worldPos += cCameraPosPS;
-    
+
     vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
     vec3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
     vec4 projWorldPos = vec4(worldPos, 1.0);
     vec4 projWorldPos = vec4(worldPos, 1.0);
     vec3 lightColor;
     vec3 lightColor;
     vec3 lightDir;
     vec3 lightDir;
-    
+
     float diff = GetDiffuse(normal, worldPos, lightDir);
     float diff = GetDiffuse(normal, worldPos, lightDir);
 
 
     #ifdef SHADOW
     #ifdef SHADOW

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

@@ -79,7 +79,7 @@ void PS()
             rgbOut = rgbA;
             rgbOut = rgbA;
         else
         else
             rgbOut = rgbB;
             rgbOut = rgbB;
-    
+
         gl_FragColor = vec4(rgbOut, 1.0);
         gl_FragColor = vec4(rgbOut, 1.0);
     }
     }
     else
     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.
     // Choose the quality preset.
     // This needs to be compiled into the shader as it effects code.
     // 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.
     // in each shader define the preset, then include this file.
     //
     //
     // OPTIONS
     // OPTIONS
     // -----------------------------------------------------------------------
     // -----------------------------------------------------------------------
     // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
     // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
     // 20 to 29 - less dither, more expensive (20=fastest, 29=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
     // 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
     // 23 = closest to FXAA 3.9 visually and performance wise
     //  _ = the lowest digit is directly related to performance
     //  _ = the lowest digit is directly related to performance
     // _  = the highest digit is directly related to style
     // _  = the highest digit is directly related to style
-    // 
+    //
     #define FXAA_QUALITY_PRESET 12
     #define FXAA_QUALITY_PRESET 12
 #endif
 #endif
 
 
@@ -378,7 +378,7 @@ vec4 FxaaPixelShader(
     //   0.333 - too little (faster)
     //   0.333 - too little (faster)
     //   0.250 - low quality
     //   0.250 - low quality
     //   0.166 - default
     //   0.166 - default
-    //   0.125 - high quality 
+    //   0.125 - high quality
     //   0.063 - overkill (slower)
     //   0.063 - overkill (slower)
     float fxaaQualityEdgeThreshold,
     float fxaaQualityEdgeThreshold,
     //
     //
@@ -401,7 +401,7 @@ vec4 FxaaPixelShader(
     vec2 posM;
     vec2 posM;
     posM.x = pos.x;
     posM.x = pos.x;
     posM.y = pos.y;
     posM.y = pos.y;
-    
+
     vec4 rgbyM = FxaaTexTop(tex, posM);
     vec4 rgbyM = FxaaTexTop(tex, posM);
     rgbyM.y = CalcLuma(rgbyM.rgb);
     rgbyM.y = CalcLuma(rgbyM.rgb);
     #define lumaM rgbyM.y
     #define lumaM rgbyM.y
@@ -720,7 +720,7 @@ vec4 FxaaPixelShader(
 /*============================================================================
 /*============================================================================
 
 
                       Urho3D Vertex- and Pixelshader
                       Urho3D Vertex- and Pixelshader
-                      
+
 ============================================================================*/
 ============================================================================*/
 
 
 void VS()
 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/
     // 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 M = max(max(abs(v.x), abs(v.y)), abs(v.z));
         float scale = (cubeMapSize - 1.0) / cubeMapSize;
         float scale = (cubeMapSize - 1.0) / cubeMapSize;
 
 
         if (abs(v.x) != M) v.x *= scale;
         if (abs(v.x) != M) v.x *= scale;
         if (abs(v.y) != M) v.y *= 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;
         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
 // https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_reflection_model
 float GetSpecular(vec3 normal, vec3 eyeVec, vec3 lightDir, float specularPower)
 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);
     return pow(max(dot(normal, halfVec), 0.0), specularPower);
 }
 }
 
 
@@ -184,23 +184,23 @@ float GetIntensity(vec3 color)
 #endif
 #endif
 
 
 #ifdef VSM_SHADOW
 #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;
     float minVariance = cVSMShadowParams.x;
     Variance = max(Variance, minVariance);
     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
     // Prevent light bleeding
     p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
     p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
 
 
@@ -239,7 +239,7 @@ float GetShadow(vec4 shadowPos)
                 textureProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)));
                 textureProj(sShadowMap, vec4(shadowPos.xy + offsets.xy, shadowPos.zw)));
         #endif
         #endif
     #elif defined(VSM_SHADOW)
     #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);
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
     #endif
     #endif
 }
 }
@@ -260,7 +260,7 @@ float GetShadow(highp vec4 shadowPos)
         );
         );
         return cShadowIntensity.y + dot(inLight, vec4(cShadowIntensity.x));
         return cShadowIntensity.y + dot(inLight, vec4(cShadowIntensity.x));
     #elif defined(VSM_SHADOW)
     #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);
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z / shadowPos.w);
     #endif
     #endif
 }
 }
@@ -307,7 +307,7 @@ float GetDirShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
         shadowPos = iShadowPos[2];
         shadowPos = iShadowPos[2];
     else
     else
         shadowPos = iShadowPos[3];
         shadowPos = iShadowPos[3];
-        
+
     return GetDirShadowFade(GetShadow(shadowPos), depth);
     return GetDirShadowFade(GetShadow(shadowPos), depth);
 }
 }
 #else
 #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
             // Spotlight projection: transform from world space to projector texture coordinates
             vSpotPos = projWorldPos * cLightMatrices[0];
             vSpotPos = projWorldPos * cLightMatrices[0];
         #endif
         #endif
-    
+
         #ifdef POINTLIGHT
         #ifdef POINTLIGHT
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
         #endif
         #endif
@@ -139,7 +139,7 @@ void PS()
         #ifdef SHADOW
         #ifdef SHADOW
             diff *= GetShadow(vShadowPos, vWorldPos.w);
             diff *= GetShadow(vShadowPos, vWorldPos.w);
         #endif
         #endif
-    
+
         #if defined(SPOTLIGHT)
         #if defined(SPOTLIGHT)
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
         #elif defined(CUBEMASK)
         #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
             // Spotlight projection: transform from world space to projector texture coordinates
             vSpotPos = projWorldPos * cLightMatrices[0];
             vSpotPos = projWorldPos * cLightMatrices[0];
         #endif
         #endif
-    
+
         #ifdef POINTLIGHT
         #ifdef POINTLIGHT
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
         #endif
         #endif
@@ -90,12 +90,12 @@ void VS()
         #else
         #else
             vVertexLight = GetAmbient(GetZonePos(worldPos));
             vVertexLight = GetAmbient(GetZonePos(worldPos));
         #endif
         #endif
-        
+
         #ifdef NUMVERTEXLIGHTS
         #ifdef NUMVERTEXLIGHTS
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
                 vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
         #endif
         #endif
-        
+
         vScreenPos = GetScreenPos(gl_Position);
         vScreenPos = GetScreenPos(gl_Position);
 
 
         #ifdef ENVCUBEMAP
         #ifdef ENVCUBEMAP
@@ -121,7 +121,7 @@ void PS()
     #ifdef VERTEXCOLOR
     #ifdef VERTEXCOLOR
         diffColor *= vColor;
         diffColor *= vColor;
     #endif
     #endif
-    
+
     // Get material specular albedo
     // Get material specular albedo
     #ifdef SPECMAP
     #ifdef SPECMAP
         vec3 specColor = cMatSpecColor.rgb * texture2D(sSpecMap, vTexCoord.xy).rgb;
         vec3 specColor = cMatSpecColor.rgb * texture2D(sSpecMap, vTexCoord.xy).rgb;
@@ -155,7 +155,7 @@ void PS()
         #ifdef SHADOW
         #ifdef SHADOW
             diff *= GetShadow(vShadowPos, vWorldPos.w);
             diff *= GetShadow(vShadowPos, vWorldPos.w);
         #endif
         #endif
-    
+
         #if defined(SPOTLIGHT)
         #if defined(SPOTLIGHT)
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
         #elif defined(CUBEMASK)
         #elif defined(CUBEMASK)
@@ -163,7 +163,7 @@ void PS()
         #else
         #else
             lightColor = cLightColor.rgb;
             lightColor = cLightColor.rgb;
         #endif
         #endif
-    
+
         #ifdef SPECULAR
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
             float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.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
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
             finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
             finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
         #endif
-        
+
         #ifdef MATERIAL
         #ifdef MATERIAL
             // Add light pre-pass accumulation result
             // Add light pre-pass accumulation result
             // Lights are accumulated at half intensity. Bring back to full intensity now
             // 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);
         float sphereAngle = clamp(radius * invDistToLight, 0.0, 1.0);
-                            
+
         specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
         specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
-        specEnergy *= specEnergy;                           
+        specEnergy *= specEnergy;
 
 
         vec3 R = 2.0 * dot(toCamera, normal) * normal - toCamera;
         vec3 R = 2.0 * dot(toCamera, normal) * normal - toCamera;
         R = GetSpecularDominantDir(normal, R, roughness);
         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)
     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 radius      = cLightRad / 100.0;
-        float len         = cLightLength / 10.0; 
+        float len         = cLightLength / 10.0;
         vec3 pos         = (cLightPosPS.xyz - worldPos);
         vec3 pos         = (cLightPosPS.xyz - worldPos);
         vec3 reflectVec  = reflect(-toCamera, normal);
         vec3 reflectVec  = reflect(-toCamera, normal);
-        
+
         vec3 L01 = cLightDirPS * len;
         vec3 L01 = cLightDirPS * len;
         vec3 L0 = pos - 0.5 * L01;
         vec3 L0 = pos - 0.5 * L01;
         vec3 L1 = pos + 0.5 * L01;
         vec3 L1 = pos + 0.5 * L01;
@@ -78,13 +78,13 @@
 
 
         float NoL0      = dot( L0, normal ) / ( 2.0 * distL0 );
         float NoL0      = dot( L0, normal ) / ( 2.0 * distL0 );
         float NoL1      = dot( L1, normal ) / ( 2.0 * distL1 );
         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 );
                         / ( distL0 * distL1 + dot( L0, L1 ) + 2.0 );
-    
+
         float a = len * len;
         float a = len * len;
         float b = dot( reflectVec, L01 );
         float b = dot( reflectVec, L01 );
         float t = clamp( dot( L0, b * reflectVec - L01 ) / (a - b*b), 0.0, 1.0 );
         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 closestPoint   = L0 + ld * clamp(t, 0.0, 1.0);
         vec3 centreToRay    = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
         vec3 centreToRay    = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
         closestPoint          = closestPoint + centreToRay * clamp(radius / length(centreToRay), 0.0, 1.0);
         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;
     weights /= sumWeights;
     vec4 diffColor = cMatDiffColor * (
     vec4 diffColor = cMatDiffColor * (
         weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
         weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
-        weights.g * texture2D(sDetailMap2, vDetailTexCoord) + 
+        weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
         weights.b * texture2D(sDetailMap3, vDetailTexCoord)
         weights.b * texture2D(sDetailMap3, vDetailTexCoord)
     );
     );
 
 

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

@@ -78,7 +78,7 @@ void PS()
     #ifdef SHADOW
     #ifdef SHADOW
         diff *= GetShadowDeferred(projWorldPos, normal, depth);
         diff *= GetShadowDeferred(projWorldPos, normal, depth);
     #endif
     #endif
-    
+
     #if defined(SPOTLIGHT)
     #if defined(SPOTLIGHT)
         vec4 spotPos = projWorldPos * cLightMatricesPS[0];
         vec4 spotPos = projWorldPos * cLightMatricesPS[0];
         lightColor = spotPos.w > 0.0 ? texture2DProj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : vec3(0.0);
         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()
 void PS()
 {
 {
     vec2 color = vec2(0.0);
     vec2 color = vec2(0.0);
-    
+
     color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(-3.0) * cBlurOffsets).rg;
     color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(-3.0) * cBlurOffsets).rg;
     color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(-2.0) * cBlurOffsets).rg;
     color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(-2.0) * cBlurOffsets).rg;
     color += 0.234375 * texture2D(sDiffMap, vScreenPos + vec2(-1.0) * cBlurOffsets).rg;
     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 += 0.234375 * texture2D(sDiffMap, vScreenPos + vec2(1.0) * cBlurOffsets).rg;
     color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(2.0) * cBlurOffsets).rg;
     color += 0.09375 * texture2D(sDiffMap, vScreenPos + vec2(2.0) * cBlurOffsets).rg;
     color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(3.0) * cBlurOffsets).rg;
     color += 0.015625 * texture2D(sDiffMap, vScreenPos + vec2(3.0) * cBlurOffsets).rg;
-    
+
     gl_FragColor = vec4(color, 0.0, 0.0);
     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
             // Spotlight projection: transform from world space to projector texture coordinates
             vSpotPos = projWorldPos * cLightMatrices[0];
             vSpotPos = projWorldPos * cLightMatrices[0];
         #endif
         #endif
-    
+
         #ifdef POINTLIGHT
         #ifdef POINTLIGHT
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
             vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
         #endif
         #endif
@@ -89,12 +89,12 @@ void VS()
         #else
         #else
             vVertexLight = GetAmbient(GetZonePos(worldPos));
             vVertexLight = GetAmbient(GetZonePos(worldPos));
         #endif
         #endif
-        
+
         #ifdef NUMVERTEXLIGHTS
         #ifdef NUMVERTEXLIGHTS
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
                 vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
         #endif
         #endif
-        
+
         vScreenPos = GetScreenPos(gl_Position);
         vScreenPos = GetScreenPos(gl_Position);
 
 
         #ifdef ENVCUBEMAP
         #ifdef ENVCUBEMAP
@@ -111,7 +111,7 @@ void PS()
     weights /= sumWeights;
     weights /= sumWeights;
     vec4 diffColor = cMatDiffColor * (
     vec4 diffColor = cMatDiffColor * (
         weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
         weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
-        weights.g * texture2D(sDetailMap2, vDetailTexCoord) + 
+        weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
         weights.b * texture2D(sDetailMap3, vDetailTexCoord)
         weights.b * texture2D(sDetailMap3, vDetailTexCoord)
     );
     );
 
 
@@ -133,13 +133,13 @@ void PS()
         vec3 lightColor;
         vec3 lightColor;
         vec3 lightDir;
         vec3 lightDir;
         vec3 finalColor;
         vec3 finalColor;
-        
+
         float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir);
         float diff = GetDiffuse(normal, vWorldPos.xyz, lightDir);
 
 
         #ifdef SHADOW
         #ifdef SHADOW
             diff *= GetShadow(vShadowPos, vWorldPos.w);
             diff *= GetShadow(vShadowPos, vWorldPos.w);
         #endif
         #endif
-    
+
         #if defined(SPOTLIGHT)
         #if defined(SPOTLIGHT)
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
             lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
         #elif defined(CUBEMASK)
         #elif defined(CUBEMASK)
@@ -147,7 +147,7 @@ void PS()
         #else
         #else
             lightColor = cLightColor.rgb;
             lightColor = cLightColor.rgb;
         #endif
         #endif
-    
+
         #ifdef SPECULAR
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
             float spec = GetSpecular(normal, cCameraPosPS - vWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.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
     #endif
 
 
     #ifdef UNCHARTED2
     #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));
         Uncharted2Tonemap(vec3(cTonemapMaxWhite, cTonemapMaxWhite, cTonemapMaxWhite));
     gl_FragColor = vec4(color, 1.0);
     gl_FragColor = vec4(color, 1.0);
     #endif
     #endif

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

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

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

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

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

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

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

@@ -3,18 +3,18 @@
 
 
     // Following BRDF methods are based upon research Frostbite EA
     // Following BRDF methods are based upon research Frostbite EA
     //[Lagrade et al. 2014, "Moving Frostbite to Physically Based Rendering"]
     //[Lagrade et al. 2014, "Moving Frostbite to Physically Based Rendering"]
-    
+
     //Schlick Fresnel
     //Schlick Fresnel
     //specular  = the rgb specular color value of the pixel
     //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)
     float3 SchlickFresnel(float3 specular, float VdotH)
     {
     {
         return specular + (float3(1.0, 1.0, 1.0) - specular) * pow(1.0 - VdotH, 5.0);
         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
     //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)
     float3 SchlickGaussianFresnel(in float3 specular, in float VdotH)
     {
     {
         float sphericalGaussian = pow(2.0, (-5.55473 * VdotH - 6.98316) * VdotH);
         float sphericalGaussian = pow(2.0, (-5.55473 * VdotH - 6.98316) * VdotH);
@@ -33,7 +33,7 @@
 
 
     //Get Fresnel
     //Get Fresnel
     //specular  = the rgb specular color value of the pixel
     //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)
     float3 Fresnel(float3 specular, float VdotH, float LdotH)
     {
     {
         return SchlickFresnelCustom(specular, LdotH);
         return SchlickFresnelCustom(specular, LdotH);
@@ -47,13 +47,13 @@
     float SmithGGXSchlickVisibility(float NdotL, float NdotV, float roughness)
     float SmithGGXSchlickVisibility(float NdotL, float NdotV, float roughness)
     {
     {
         float rough2 = roughness * 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);
         float lambdaL = NdotV  * sqrt((-NdotL * rough2 + NdotL) * NdotL + rough2);
-    
+
         return 0.5 / (lambdaV + lambdaL);
         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));
         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
     #ifdef BLUR2
     oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
     oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
     #endif
     #endif
-    
+
     #else
     #else
 
 
     #ifdef BLUR16
     #ifdef BLUR16
@@ -141,7 +141,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
     #ifdef BLUR2
     #ifdef BLUR2
     oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
     oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
     #endif
     #endif
-    
+
     #endif
     #endif
 
 
     #ifdef COMBINE16
     #ifdef COMBINE16

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

@@ -27,7 +27,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
     out float4 oColor : OUTCOLOR0)
     out float4 oColor : OUTCOLOR0)
 {
 {
     #ifdef BLUR3
     #ifdef BLUR3
-        #ifndef D3D11 
+        #ifndef D3D11
             oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
             oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
         #else
         #else
             oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
             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
     #ifdef NOUV
     float2 iTexCoord = float2(0.0, 0.0);
     float2 iTexCoord = float2(0.0, 0.0);
     #endif
     #endif
-    
+
     float4x3 modelMatrix = iModelMatrix;
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);
     oPos = GetClipPos(worldPos);

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

@@ -69,7 +69,7 @@ void PS(float2 iScreenPos : TEXCOORD0,
         float2 dir;
         float2 dir;
         dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
         dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
         dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));
         dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));
-    
+
         float dirReduce = max(
         float dirReduce = max(
             (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
             (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
             FXAA_REDUCE_MIN);
             FXAA_REDUCE_MIN);
@@ -77,9 +77,9 @@ void PS(float2 iScreenPos : TEXCOORD0,
         dir = min(float2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX),
         dir = min(float2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX),
               max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
               max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
               dir * rcpDirMin)) * cGBufferInvSize.xy;
               dir * rcpDirMin)) * cGBufferInvSize.xy;
-    
+
         dir *= cFXAAParams.z;
         dir *= cFXAAParams.z;
-    
+
         float3 rgbA = (1.0/2.0) * (
         float3 rgbA = (1.0/2.0) * (
             Sample2DLod0(DiffMap, iScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
             Sample2DLod0(DiffMap, iScreenPos + dir * (1.0/3.0 - 0.5)).xyz +
             Sample2DLod0(DiffMap, iScreenPos + dir * (2.0/3.0 - 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 * (0.0/3.0 - 0.5)).xyz +
             Sample2DLod0(DiffMap, iScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
             Sample2DLod0(DiffMap, iScreenPos + dir * (3.0/3.0 - 0.5)).xyz);
         float lumaB = dot(rgbB, luma);
         float lumaB = dot(rgbB, luma);
-        
+
         float3 rgbOut;
         float3 rgbOut;
         if((lumaB < lumaMin) || (lumaB > lumaMax))
         if((lumaB < lumaMin) || (lumaB > lumaMax))
             rgbOut = rgbA;
             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.
     // Choose the quality preset.
     // This needs to be compiled into the shader as it effects code.
     // 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.
     // in each shader define the preset, then include this file.
-    // 
+    //
     // OPTIONS
     // OPTIONS
     // -----------------------------------------------------------------------
     // -----------------------------------------------------------------------
     // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
     // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
     // 20 to 29 - less dither, more expensive (20=fastest, 29=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
     // 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
     // 23 = closest to FXAA 3.9 visually and performance wise
     //  _ = the lowest digit is directly related to performance
     //  _ = the lowest digit is directly related to performance
     // _  = the highest digit is directly related to style
     // _  = the highest digit is directly related to style
-    // 
+    //
     #define FXAA_QUALITY_PRESET 12
     #define FXAA_QUALITY_PRESET 12
 #endif
 #endif
 
 
@@ -349,7 +349,7 @@ float4 FxaaPixelShader(
     //   0.333 - too little (faster)
     //   0.333 - too little (faster)
     //   0.250 - low quality
     //   0.250 - low quality
     //   0.166 - default
     //   0.166 - default
-    //   0.125 - high quality 
+    //   0.125 - high quality
     //   0.063 - overkill (slower)
     //   0.063 - overkill (slower)
     float fxaaQualityEdgeThreshold,
     float fxaaQualityEdgeThreshold,
     //
     //
@@ -372,7 +372,7 @@ float4 FxaaPixelShader(
     float2 posM;
     float2 posM;
     posM.x = pos.x;
     posM.x = pos.x;
     posM.y = pos.y;
     posM.y = pos.y;
-    
+
     float4 rgbyM = FxaaTexTop(DiffMap, posM);
     float4 rgbyM = FxaaTexTop(DiffMap, posM);
     rgbyM.y = CalcLuma(rgbyM.rgb);
     rgbyM.y = CalcLuma(rgbyM.rgb);
     #define lumaM rgbyM.y
     #define lumaM rgbyM.y
@@ -692,7 +692,7 @@ float4 FxaaPixelShader(
 /*============================================================================
 /*============================================================================
 
 
                       Urho3D Vertex- and Pixelshader
                       Urho3D Vertex- and Pixelshader
-                      
+
 ============================================================================*/
 ============================================================================*/
 
 
 void VS(float4 iPos : POSITION,
 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.x) != M) v.x *= scale;
         if (abs(v.y) != M) v.y *= 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;
         return v;
     }
     }
-    
+
     /// Calculate IBL contributation
     /// Calculate IBL contributation
     ///     reflectVec: reflection vector for cube sampling
     ///     reflectVec: reflection vector for cube sampling
     ///     wsNormal: surface normal in word space
     ///     wsNormal: surface normal in word space
@@ -36,7 +36,7 @@
     ///     roughness: surface roughness
     ///     roughness: surface roughness
     ///     ambientOcclusion: ambient occlusion
     ///     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)
     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);
         roughness = max(roughness, 0.08);
         reflectVec = GetSpecularDominantDir(wsNormal, reflectVec, roughness);
         reflectVec = GetSpecularDominantDir(wsNormal, reflectVec, roughness);
         const float ndv = saturate(dot(-toCamera, wsNormal));
         const float ndv = saturate(dot(-toCamera, wsNormal));
@@ -45,9 +45,9 @@
 
 
         // float3 intersectMax = (cZoneMax - toCamera) / reflectVec;
         // float3 intersectMax = (cZoneMax - toCamera) / reflectVec;
         // float3 intersectMin = (cZoneMin - toCamera) / reflectVec;
         // float3 intersectMin = (cZoneMin - toCamera) / reflectVec;
-        
+
         // float3 furthestPlane = max(intersectMax, intersectMin);
         // float3 furthestPlane = max(intersectMax, intersectMin);
-        
+
         // float planeDistance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
         // float planeDistance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
 
 
         // // Get the intersection position
         // // Get the intersection position
@@ -59,7 +59,7 @@
         const float cubeMapSize = 1024.0; // TODO This only works with textures of a given size
         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 cube = SampleCubeLOD(ZoneCubeMap, float4(FixCubeLookup(reflectVec, cubeMapSize), mipSelect)).rgb;
         float3 cubeD = SampleCubeLOD(ZoneCubeMap, float4(FixCubeLookup(wsNormal, cubeMapSize), 9.0)).rgb;
         float3 cubeD = SampleCubeLOD(ZoneCubeMap, float4(FixCubeLookup(wsNormal, cubeMapSize), 9.0)).rgb;
-        
+
         // Fake the HDR texture
         // Fake the HDR texture
         float brightness = clamp(cAmbientColor.a, 0.0, 1.0);
         float brightness = clamp(cAmbientColor.a, 0.0, 1.0);
         float darknessCutoff = clamp((cAmbientColor.a - 1.0) * 0.1, 0.0, 0.25);
         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;
     lightDir = cLightDirPS;
     return saturate(dot(normal, lightDir));
     return saturate(dot(normal, lightDir));
-    
+
 }
 }
 
 
 float GetAttenPoint(float3 normal, float3 worldPos, out float3 lightDir)
 float GetAttenPoint(float3 normal, float3 worldPos, out float3 lightDir)
@@ -197,23 +197,23 @@ float GetIntensity(float3 color)
 #endif
 #endif
 
 
 #ifdef VSM_SHADOW
 #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.
     //Compute variance.
-    float Variance = Moments.y - (Moments.x * Moments.x); 
+    float Variance = Moments.y - (Moments.x * Moments.x);
 
 
     float minVariance = cVSMShadowParams.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
     // Prevent light bleeding
     p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
     p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
 
 
@@ -238,7 +238,7 @@ float GetShadow(float4 shadowPos)
                 return cShadowIntensity.y + cShadowIntensity.x * (inLight > shadowPos.z);
                 return cShadowIntensity.y + cShadowIntensity.x * (inLight > shadowPos.z);
             #endif
             #endif
         #endif
         #endif
-    
+
     #elif defined(PCF_SHADOW)
     #elif defined(PCF_SHADOW)
         // Take four samples and average them
         // 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
         // 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);
                 return cShadowIntensity.y + dot(inLight > shadowPos.z, cShadowIntensity.x);
             #endif
             #endif
         #endif
         #endif
-    
+
     #elif defined(VSM_SHADOW)
     #elif defined(VSM_SHADOW)
         float2 samples = Sample2D(ShadowMap, shadowPos.xy / shadowPos.w).rg;
         float2 samples = Sample2D(ShadowMap, shadowPos.xy / shadowPos.w).rg;
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z/shadowPos.w);
         return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z/shadowPos.w);
@@ -344,7 +344,7 @@ float GetDirShadowDeferred(float4 projWorldPos, float3 normal, float depth)
         else
         else
             shadowPos = mul(projWorldPos, cLightMatricesPS[3]);
             shadowPos = mul(projWorldPos, cLightMatricesPS[3]);
     #endif
     #endif
-    
+
     return GetDirShadowFade(GetShadow(shadowPos), depth);
     return GetDirShadowFade(GetShadow(shadowPos), depth);
 }
 }
 #endif
 #endif

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

@@ -71,7 +71,7 @@ void VS(float4 iPos : POSITION,
     #ifdef NOUV
     #ifdef NOUV
     float2 iTexCoord = float2(0.0, 0.0);
     float2 iTexCoord = float2(0.0, 0.0);
     #endif
     #endif
-    
+
     float4x3 modelMatrix = iModelMatrix;
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);
     oPos = GetClipPos(worldPos);
@@ -196,7 +196,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         // Per-pixel forward lighting
         // Per-pixel forward lighting
         float3 lightColor;
         float3 lightColor;
         float3 finalColor;
         float3 finalColor;
-        
+
         float diff = GetDiffuseVolumetric(iWorldPos.xyz);
         float diff = GetDiffuseVolumetric(iWorldPos.xyz);
 
 
         #ifdef SHADOW
         #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)
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
                 oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
         #endif
         #endif
-        
+
         oScreenPos = GetScreenPos(oPos);
         oScreenPos = GetScreenPos(oPos);
 
 
         #ifdef ENVCUBEMAP
         #ifdef ENVCUBEMAP
@@ -238,7 +238,7 @@ void PS(
         #else
         #else
             lightColor = cLightColor.rgb;
             lightColor = cLightColor.rgb;
         #endif
         #endif
-    
+
         #ifdef SPECULAR
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
             float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.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);
         float sphereAngle = saturate(radius * invDistToLight);
-                            
+
         specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
         specEnergy = rough2 / (rough2 + 0.5f * sphereAngle);
-        specEnergy *= specEnergy;                           
+        specEnergy *= specEnergy;
 
 
         float3 R = 2 * dot(toCamera, normal) * normal - toCamera;
         float3 R = 2 * dot(toCamera, normal) * normal - toCamera;
         R = GetSpecularDominantDir(normal, R, roughness);
         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)
     float3 TubeLight(float3 worldPos, float3 lightVec, float3 normal, float3 toCamera, float roughness, float3 specColor, float3 diffColor, out float ndl)
     {
     {
         float radius      = cLightRad / 100;
         float radius      = cLightRad / 100;
-        float len         = cLightLength / 10; 
+        float len         = cLightLength / 10;
         float3 pos         = (cLightPosPS.xyz - worldPos);
         float3 pos         = (cLightPosPS.xyz - worldPos);
         float3 reflectVec  = reflect(-toCamera, normal);
         float3 reflectVec  = reflect(-toCamera, normal);
-        
+
         float3 L01 = cLightDirPS * len;
         float3 L01 = cLightDirPS * len;
         float3 L0 = pos - 0.5 * L01;
         float3 L0 = pos - 0.5 * L01;
         float3 L1 = pos + 0.5 * L01;
         float3 L1 = pos + 0.5 * L01;
@@ -79,13 +79,13 @@
 
 
         float NoL0      = dot( L0, normal ) / ( 2.0 * distL0 );
         float NoL0      = dot( L0, normal ) / ( 2.0 * distL0 );
         float NoL1      = dot( L1, normal ) / ( 2.0 * distL1 );
         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 );
                         / ( distL0 * distL1 + dot( L0, L1 ) + 2.0 );
-    
+
         float a = len * len;
         float a = len * len;
         float b = dot( reflectVec, L01 );
         float b = dot( reflectVec, L01 );
         float t = saturate( dot( L0, b * reflectVec - L01 ) / (a - b*b) );
         float t = saturate( dot( L0, b * reflectVec - L01 ) / (a - b*b) );
-        
+
         float3 closestPoint   = L0 + ld * saturate( t);
         float3 closestPoint   = L0 + ld * saturate( t);
         float3 centreToRay    = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
         float3 centreToRay    = dot( closestPoint, reflectVec ) * reflectVec - closestPoint;
         closestPoint          = closestPoint + centreToRay * saturate(radius / length(centreToRay));
         closestPoint          = closestPoint + centreToRay * saturate(radius / length(centreToRay));
@@ -138,7 +138,7 @@
                 if(cLightLength > 0.0)
                 if(cLightLength > 0.0)
                 {
                 {
                     return TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
                     return TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, ndl);
-                    
+
                 }
                 }
                 else
                 else
                 {
                 {

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

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

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

@@ -74,7 +74,7 @@ SamplerState sAlbedoBuffer : register(s0);
 SamplerState sNormalMap : register(s1);
 SamplerState sNormalMap : register(s1);
 SamplerState sNormalBuffer : register(s1);
 SamplerState sNormalBuffer : register(s1);
 SamplerState sSpecMap : register(s2);
 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 sEmissiveMap : register(s3);
 SamplerState sEnvMap : register(s4);
 SamplerState sEnvMap : register(s4);
 SamplerState sVolumeMap : register(s5);
 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,
 void PS(float2 iScreenPos : TEXCOORD0,
     out float4 oColor : OUTCOLOR0)
     out float4 oColor : OUTCOLOR0)
-{  
+{
     float2 color = 0.0;
     float2 color = 0.0;
 
 
     color += 0.015625 * Sample2D(DiffMap, iScreenPos - 3.0 * cBlurOffsets).rg;
     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 "Samplers.hlsl"
 #include "Transform.hlsl"
 #include "Transform.hlsl"
 
 
-void VS(float4 iPos : POSITION, 
+void VS(float4 iPos : POSITION,
     float2 iTexCoord: TEXCOORD0,
     float2 iTexCoord: TEXCOORD0,
-    out float2 oTexCoord : TEXCOORD0, 
+    out float2 oTexCoord : TEXCOORD0,
     out float4 oPos : OUTPOSITION)
     out float4 oPos : OUTPOSITION)
 {
 {
     float4x3 modelMatrix = iModelMatrix;
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);
     oPos = GetClipPos(worldPos);
-    
+
     oPos.z = oPos.w;
     oPos.z = oPos.w;
     oTexCoord = iTexCoord;
     oTexCoord = iTexCoord;
 }
 }
 
 
-void PS(float2 iTexCoord : TEXCOORD0, 
+void PS(float2 iTexCoord : TEXCOORD0,
         out float4 oColor : OUTCOLOR0)
         out float4 oColor : OUTCOLOR0)
 {
 {
     oColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);
     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)
             for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
                 oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
                 oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
         #endif
         #endif
-        
+
         oScreenPos = GetScreenPos(oPos);
         oScreenPos = GetScreenPos(oPos);
     #endif
     #endif
 }
 }
@@ -178,13 +178,13 @@ void PS(float2 iTexCoord : TEXCOORD0,
         float3 lightDir;
         float3 lightDir;
         float3 lightColor;
         float3 lightColor;
         float3 finalColor;
         float3 finalColor;
-        
+
         float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
         float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
 
 
         #ifdef SHADOW
         #ifdef SHADOW
             diff *= GetShadow(iShadowPos, iWorldPos.w);
             diff *= GetShadow(iShadowPos, iWorldPos.w);
         #endif
         #endif
-    
+
         #if defined(SPOTLIGHT)
         #if defined(SPOTLIGHT)
             lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
             lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
         #elif defined(CUBEMASK)
         #elif defined(CUBEMASK)
@@ -192,7 +192,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         #else
         #else
             lightColor = cLightColor.rgb;
             lightColor = cLightColor.rgb;
         #endif
         #endif
-    
+
         #ifdef SPECULAR
         #ifdef SPECULAR
             float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
             float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
             finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.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(distance3, width)
                        + GetAlpha(distance4, width)
                        + GetAlpha(distance4, width)
                        + GetAlpha(distance5, width);
                        + GetAlpha(distance5, width);
-            
+
                 // For calculating of average correct would be dividing by 5.
                 // For calculating of average correct would be dividing by 5.
                 // But when text is blurred, its brightness is lost. Therefore divide by 4.
                 // But when text is blurred, its brightness is lost. Therefore divide by 4.
                 alpha = alpha * 0.25;
                 alpha = alpha * 0.25;

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

@@ -47,7 +47,7 @@ void PS(float2 iScreenPos : TEXCOORD0,
     #endif
     #endif
 
 
     #ifdef UNCHARTED2
     #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));
         Uncharted2Tonemap(float3(cTonemapMaxWhite, cTonemapMaxWhite, cTonemapMaxWhite));
     oColor = float4(color, 1.0);
     oColor = float4(color, 1.0);
     #endif
     #endif

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

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

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

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

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

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