2
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Эх сурвалжийг харах

ShaderLib: Convert spaces to tabs.

Mr.doob 9 жил өмнө
parent
commit
048800483d

+ 2 - 2
src/renderers/shaders/ShaderLib/cube_frag.glsl

@@ -8,8 +8,8 @@ varying vec3 vWorldPosition;
 
 void main() {
 
-  gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
+	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
 
-  #include <logdepthbuf_fragment>
+	#include <logdepthbuf_fragment>
 
 }

+ 3 - 3
src/renderers/shaders/ShaderLib/cube_vert.glsl

@@ -5,10 +5,10 @@ varying vec3 vWorldPosition;
 
 void main() {
 
-  vWorldPosition = transformDirection( position, modelMatrix );
+	vWorldPosition = transformDirection( position, modelMatrix );
 
-  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
-  #include <logdepthbuf_vertex>
+	#include <logdepthbuf_vertex>
 
 }

+ 15 - 15
src/renderers/shaders/ShaderLib/depthRGBA_frag.glsl

@@ -3,31 +3,31 @@
 
 vec4 pack_depth( const in float depth ) {
 
-  const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
-  const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
-  vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );
-  res -= res.xxyz * bit_mask;
-  return res;
+	const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
+	const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
+	vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );
+	res -= res.xxyz * bit_mask;
+	return res;
 
 }
 
 void main() {
 
-  #include <logdepthbuf_fragment>
+	#include <logdepthbuf_fragment>
 
-  #ifdef USE_LOGDEPTHBUF_EXT
+	#ifdef USE_LOGDEPTHBUF_EXT
 
-    gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );
+		gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );
 
-  #else
+	#else
 
-    gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
+		gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
 
-  #endif
+	#endif
 
-  //gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );
-  //float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );
-  //gl_FragData[ 0 ] = pack_depth( z );
-  //gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );
+	//gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );
+	//float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );
+	//gl_FragData[ 0 ] = pack_depth( z );
+	//gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );
 
 }

+ 6 - 6
src/renderers/shaders/ShaderLib/depthRGBA_vert.glsl

@@ -5,12 +5,12 @@
 
 void main() {
 
-  #include <skinbase_vertex>
+	#include <skinbase_vertex>
 
-  #include <begin_vertex>
-  #include <morphtarget_vertex>
-  #include <skinning_vertex>
-  #include <project_vertex>
-  #include <logdepthbuf_vertex>
+	#include <begin_vertex>
+	#include <morphtarget_vertex>
+	#include <skinning_vertex>
+	#include <project_vertex>
+	#include <logdepthbuf_vertex>
 
 }

+ 8 - 8
src/renderers/shaders/ShaderLib/depth_frag.glsl

@@ -7,19 +7,19 @@ uniform float opacity;
 
 void main() {
 
-  #include <logdepthbuf_fragment>
+	#include <logdepthbuf_fragment>
 
-  #ifdef USE_LOGDEPTHBUF_EXT
+	#ifdef USE_LOGDEPTHBUF_EXT
 
-    float depth = gl_FragDepthEXT / gl_FragCoord.w;
+		float depth = gl_FragDepthEXT / gl_FragCoord.w;
 
-  #else
+	#else
 
-    float depth = gl_FragCoord.z / gl_FragCoord.w;
+		float depth = gl_FragCoord.z / gl_FragCoord.w;
 
-  #endif
+	#endif
 
-  float color = 1.0 - smoothstep( mNear, mFar, depth );
-  gl_FragColor = vec4( vec3( color ), opacity );
+	float color = 1.0 - smoothstep( mNear, mFar, depth );
+	gl_FragColor = vec4( vec3( color ), opacity );
 
 }

+ 4 - 4
src/renderers/shaders/ShaderLib/depth_vert.glsl

@@ -4,9 +4,9 @@
 
 void main() {
 
-  #include <begin_vertex>
-  #include <morphtarget_vertex>
-  #include <project_vertex>
-  #include <logdepthbuf_vertex>
+	#include <begin_vertex>
+	#include <morphtarget_vertex>
+	#include <project_vertex>
+	#include <logdepthbuf_vertex>
 
 }

+ 9 - 9
src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl

@@ -5,24 +5,24 @@ varying vec4 vWorldPosition;
 
 vec4 pack1K ( float depth ) {
 
-  depth /= 1000.0;
-  const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
-  const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
-  vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );
-  res -= res.xxyz * bitMsk;
-  return res;
+	depth /= 1000.0;
+	const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
+	const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
+	vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );
+	res -= res.xxyz * bitMsk;
+	return res;
 
 }
 
 float unpack1K ( vec4 color ) {
 
-  const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
-  return dot( color, bitSh ) * 1000.0;
+	const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
+	return dot( color, bitSh ) * 1000.0;
 
 }
 
 void main () {
 
-  gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );
+	gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );
 
 }

+ 7 - 7
src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl

@@ -6,13 +6,13 @@ varying vec4 vWorldPosition;
 
 void main() {
 
-  #include <skinbase_vertex>
-  #include <begin_vertex>
-  #include <morphtarget_vertex>
-  #include <skinning_vertex>
-  #include <project_vertex>
-  #include <worldpos_vertex>
+	#include <skinbase_vertex>
+	#include <begin_vertex>
+	#include <morphtarget_vertex>
+	#include <skinning_vertex>
+	#include <project_vertex>
+	#include <worldpos_vertex>
 
-  vWorldPosition = worldPosition;
+	vWorldPosition = worldPosition;
 
 }

+ 7 - 7
src/renderers/shaders/ShaderLib/equirect_frag.glsl

@@ -8,13 +8,13 @@ varying vec3 vWorldPosition;
 
 void main() {
 
-  // 	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
-  vec3 direction = normalize( vWorldPosition );
-  vec2 sampleUV;
-  sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );
-  sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
-  gl_FragColor = texture2D( tEquirect, sampleUV );
+	// 	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
+	vec3 direction = normalize( vWorldPosition );
+	vec2 sampleUV;
+	sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );
+	sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
+	gl_FragColor = texture2D( tEquirect, sampleUV );
 
-  #include <logdepthbuf_fragment>
+	#include <logdepthbuf_fragment>
 
 }

+ 3 - 3
src/renderers/shaders/ShaderLib/equirect_vert.glsl

@@ -5,10 +5,10 @@ varying vec3 vWorldPosition;
 
 void main() {
 
-  vWorldPosition = transformDirection( position, modelMatrix );
+	vWorldPosition = transformDirection( position, modelMatrix );
 
-  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
-  #include <logdepthbuf_vertex>
+	#include <logdepthbuf_vertex>
 
 }

+ 10 - 10
src/renderers/shaders/ShaderLib/linedashed_frag.glsl

@@ -13,22 +13,22 @@ varying float vLineDistance;
 
 void main() {
 
-  if ( mod( vLineDistance, totalSize ) > dashSize ) {
+	if ( mod( vLineDistance, totalSize ) > dashSize ) {
 
-    discard;
+		discard;
 
-  }
+	}
 
-  vec3 outgoingLight = vec3( 0.0 );
-  vec4 diffuseColor = vec4( diffuse, opacity );
+	vec3 outgoingLight = vec3( 0.0 );
+	vec4 diffuseColor = vec4( diffuse, opacity );
 
-  #include <logdepthbuf_fragment>
-  #include <color_fragment>
+	#include <logdepthbuf_fragment>
+	#include <color_fragment>
 
-  outgoingLight = diffuseColor.rgb; // simple shader
+	outgoingLight = diffuseColor.rgb; // simple shader
 
-  #include <fog_fragment>
+	#include <fog_fragment>
 
-  gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 }

+ 5 - 5
src/renderers/shaders/ShaderLib/linedashed_vert.glsl

@@ -9,13 +9,13 @@ varying float vLineDistance;
 
 void main() {
 
-  #include <color_vertex>
+	#include <color_vertex>
 
-  vLineDistance = scale * lineDistance;
+	vLineDistance = scale * lineDistance;
 
-  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
-  gl_Position = projectionMatrix * mvPosition;
+	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
+	gl_Position = projectionMatrix * mvPosition;
 
-  #include <logdepthbuf_vertex>
+	#include <logdepthbuf_vertex>
 
 }

+ 19 - 19
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl

@@ -3,7 +3,7 @@ uniform float opacity;
 
 #ifndef FLAT_SHADED
 
-  varying vec3 vNormal;
+	varying vec3 vNormal;
 
 #endif
 
@@ -21,29 +21,29 @@ uniform float opacity;
 
 void main() {
 
-  vec4 diffuseColor = vec4( diffuse, opacity );
+	vec4 diffuseColor = vec4( diffuse, opacity );
 
-  #include <logdepthbuf_fragment>
-  #include <map_fragment>
-  #include <color_fragment>
-  #include <alphamap_fragment>
-  #include <alphatest_fragment>
-  #include <specularmap_fragment>
+	#include <logdepthbuf_fragment>
+	#include <map_fragment>
+	#include <color_fragment>
+	#include <alphamap_fragment>
+	#include <alphatest_fragment>
+	#include <specularmap_fragment>
 
-  ReflectedLight reflectedLight;
-  reflectedLight.directDiffuse = vec3( 0.0 );
-  reflectedLight.directSpecular = vec3( 0.0 );
-  reflectedLight.indirectDiffuse = diffuseColor.rgb;
-  reflectedLight.indirectSpecular = vec3( 0.0 );
+	ReflectedLight reflectedLight;
+	reflectedLight.directDiffuse = vec3( 0.0 );
+	reflectedLight.directSpecular = vec3( 0.0 );
+	reflectedLight.indirectDiffuse = diffuseColor.rgb;
+	reflectedLight.indirectSpecular = vec3( 0.0 );
 
-  #include <aomap_fragment>
+	#include <aomap_fragment>
 
-  vec3 outgoingLight = reflectedLight.indirectDiffuse;
+	vec3 outgoingLight = reflectedLight.indirectDiffuse;
 
-  #include <envmap_fragment>
-  #include <linear_to_gamma_fragment>
-  #include <fog_fragment>
+	#include <envmap_fragment>
+	#include <linear_to_gamma_fragment>
+	#include <fog_fragment>
 
-  gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 }

+ 17 - 17
src/renderers/shaders/ShaderLib/meshbasic_vert.glsl

@@ -9,27 +9,27 @@
 
 void main() {
 
-  #include <uv_vertex>
-  #include <uv2_vertex>
-  #include <color_vertex>
-  #include <skinbase_vertex>
+	#include <uv_vertex>
+	#include <uv2_vertex>
+	#include <color_vertex>
+	#include <skinbase_vertex>
 
-  #ifdef USE_ENVMAP
+	#ifdef USE_ENVMAP
 
-  #include <beginnormal_vertex>
-  #include <morphnormal_vertex>
-  #include <skinnormal_vertex>
-  #include <defaultnormal_vertex>
+	#include <beginnormal_vertex>
+	#include <morphnormal_vertex>
+	#include <skinnormal_vertex>
+	#include <defaultnormal_vertex>
 
-  #endif
+	#endif
 
-  #include <begin_vertex>
-  #include <morphtarget_vertex>
-  #include <skinning_vertex>
-  #include <project_vertex>
-  #include <logdepthbuf_vertex>
+	#include <begin_vertex>
+	#include <morphtarget_vertex>
+	#include <skinning_vertex>
+	#include <project_vertex>
+	#include <logdepthbuf_vertex>
 
-  #include <worldpos_vertex>
-  #include <envmap_vertex>
+	#include <worldpos_vertex>
+	#include <envmap_vertex>
 
 }

+ 28 - 30
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

@@ -6,7 +6,7 @@ varying vec3 vLightFront;
 
 #ifdef DOUBLE_SIDED
 
-  varying vec3 vLightBack;
+	varying vec3 vLightBack;
 
 #endif
 
@@ -31,48 +31,46 @@ varying vec3 vLightFront;
 
 void main() {
 
-  vec4 diffuseColor = vec4( diffuse, opacity );
-  ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
-  vec3 totalEmissiveLight = emissive;
+	vec4 diffuseColor = vec4( diffuse, opacity );
+	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
+	vec3 totalEmissiveLight = emissive;
 
-  #include <logdepthbuf_fragment>
-  #include <map_fragment>
-  #include <color_fragment>
-  #include <alphamap_fragment>
-  #include <alphatest_fragment>
-  #include <specularmap_fragment>
-  #include <emissivemap_fragment>
+	#include <logdepthbuf_fragment>
+	#include <map_fragment>
+	#include <color_fragment>
+	#include <alphamap_fragment>
+	#include <alphatest_fragment>
+	#include <specularmap_fragment>
+	#include <emissivemap_fragment>
 
-  // accumulation
-  reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );
+	// accumulation
+	reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );
 
-  #include <lightmap_fragment>
+	#include <lightmap_fragment>
 
-  reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
+	reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
 
-  #ifdef DOUBLE_SIDED
+	#ifdef DOUBLE_SIDED
 
-    reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
+		reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
 
-  #else
+	#else
 
-    reflectedLight.directDiffuse = vLightFront;
+		reflectedLight.directDiffuse = vLightFront;
 
-  #endif
+	#endif
 
-  reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();
+	reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();
 
-  // modulation
-  #include <aomap_fragment>
+	// modulation
+	#include <aomap_fragment>
 
-  vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
+	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
 
-  #include <envmap_fragment>
+	#include <envmap_fragment>
+	#include <linear_to_gamma_fragment>
+	#include <fog_fragment>
 
-  #include <linear_to_gamma_fragment>
-
-  #include <fog_fragment>
-
-  gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 }

+ 21 - 21
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl

@@ -4,7 +4,7 @@ varying vec3 vLightFront;
 
 #ifdef DOUBLE_SIDED
 
-  varying vec3 vLightBack;
+	varying vec3 vLightBack;
 
 #endif
 
@@ -22,25 +22,25 @@ varying vec3 vLightFront;
 
 void main() {
 
-  #include <uv_vertex>
-  #include <uv2_vertex>
-  #include <color_vertex>
-
-  #include <beginnormal_vertex>
-  #include <morphnormal_vertex>
-  #include <skinbase_vertex>
-  #include <skinnormal_vertex>
-  #include <defaultnormal_vertex>
-
-  #include <begin_vertex>
-  #include <morphtarget_vertex>
-  #include <skinning_vertex>
-  #include <project_vertex>
-  #include <logdepthbuf_vertex>
-
-  #include <worldpos_vertex>
-  #include <envmap_vertex>
-  #include <lights_lambert_vertex>
-  #include <shadowmap_vertex>
+	#include <uv_vertex>
+	#include <uv2_vertex>
+	#include <color_vertex>
+
+	#include <beginnormal_vertex>
+	#include <morphnormal_vertex>
+	#include <skinbase_vertex>
+	#include <skinnormal_vertex>
+	#include <defaultnormal_vertex>
+
+	#include <begin_vertex>
+	#include <morphtarget_vertex>
+	#include <skinning_vertex>
+	#include <project_vertex>
+	#include <logdepthbuf_vertex>
+
+	#include <worldpos_vertex>
+	#include <envmap_vertex>
+	#include <lights_lambert_vertex>
+	#include <shadowmap_vertex>
 
 }

+ 21 - 21
src/renderers/shaders/ShaderLib/meshphong_frag.glsl

@@ -29,33 +29,33 @@ uniform float opacity;
 
 void main() {
 
-  vec4 diffuseColor = vec4( diffuse, opacity );
-  ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
-  vec3 totalEmissiveLight = emissive;
+	vec4 diffuseColor = vec4( diffuse, opacity );
+	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
+	vec3 totalEmissiveLight = emissive;
 
-  #include <logdepthbuf_fragment>
-  #include <map_fragment>
-  #include <color_fragment>
-  #include <alphamap_fragment>
-  #include <alphatest_fragment>
-  #include <specularmap_fragment>
-  #include <normal_fragment>
-  #include <emissivemap_fragment>
+	#include <logdepthbuf_fragment>
+	#include <map_fragment>
+	#include <color_fragment>
+	#include <alphamap_fragment>
+	#include <alphatest_fragment>
+	#include <specularmap_fragment>
+	#include <normal_fragment>
+	#include <emissivemap_fragment>
 
-  // accumulation
-  #include <lights_phong_fragment>
-  #include <lights_template>
+	// accumulation
+	#include <lights_phong_fragment>
+	#include <lights_template>
 
-  // modulation
-  #include <aomap_fragment>
+	// modulation
+	#include <aomap_fragment>
 
-  vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
+	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
 
-  #include <envmap_fragment>
-  #include <linear_to_gamma_fragment>
+	#include <envmap_fragment>
+	#include <linear_to_gamma_fragment>
 
-  #include <fog_fragment>
+	#include <fog_fragment>
 
-  gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 }

+ 21 - 21
src/renderers/shaders/ShaderLib/meshphong_vert.glsl

@@ -4,7 +4,7 @@ varying vec3 vViewPosition;
 
 #ifndef FLAT_SHADED
 
-  varying vec3 vNormal;
+	varying vec3 vNormal;
 
 #endif
 
@@ -22,34 +22,34 @@ varying vec3 vViewPosition;
 
 void main() {
 
-  #include <uv_vertex>
-  #include <uv2_vertex>
-  #include <color_vertex>
+	#include <uv_vertex>
+	#include <uv2_vertex>
+	#include <color_vertex>
 
-  #include <beginnormal_vertex>
-  #include <morphnormal_vertex>
-  #include <skinbase_vertex>
-  #include <skinnormal_vertex>
-  #include <defaultnormal_vertex>
+	#include <beginnormal_vertex>
+	#include <morphnormal_vertex>
+	#include <skinbase_vertex>
+	#include <skinnormal_vertex>
+	#include <defaultnormal_vertex>
 
 #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
 
-  vNormal = normalize( transformedNormal );
+	vNormal = normalize( transformedNormal );
 
 #endif
 
-  #include <begin_vertex>
-  #include <displacementmap_vertex>
-  #include <morphtarget_vertex>
-  #include <skinning_vertex>
-  #include <project_vertex>
-  #include <logdepthbuf_vertex>
+	#include <begin_vertex>
+	#include <displacementmap_vertex>
+	#include <morphtarget_vertex>
+	#include <skinning_vertex>
+	#include <project_vertex>
+	#include <logdepthbuf_vertex>
 
-  vViewPosition = - mvPosition.xyz;
+	vViewPosition = - mvPosition.xyz;
 
-  #include <worldpos_vertex>
-  #include <envmap_vertex>
-  #include <lights_phong_vertex>
-  #include <shadowmap_vertex>
+	#include <worldpos_vertex>
+	#include <envmap_vertex>
+	#include <lights_phong_vertex>
+	#include <shadowmap_vertex>
 
 }

+ 2 - 2
src/renderers/shaders/ShaderLib/normal_frag.glsl

@@ -6,8 +6,8 @@ varying vec3 vNormal;
 
 void main() {
 
-  gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );
+	gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );
 
-  #include <logdepthbuf_fragment>
+	#include <logdepthbuf_fragment>
 
 }

+ 5 - 5
src/renderers/shaders/ShaderLib/normal_vert.glsl

@@ -6,11 +6,11 @@ varying vec3 vNormal;
 
 void main() {
 
-  vNormal = normalize( normalMatrix * normal );
+	vNormal = normalize( normalMatrix * normal );
 
-  #include <begin_vertex>
-  #include <morphtarget_vertex>
-  #include <project_vertex>
-  #include <logdepthbuf_vertex>
+	#include <begin_vertex>
+	#include <morphtarget_vertex>
+	#include <project_vertex>
+	#include <logdepthbuf_vertex>
 
 }

+ 9 - 9
src/renderers/shaders/ShaderLib/points_frag.glsl

@@ -10,18 +10,18 @@ uniform float opacity;
 
 void main() {
 
-  vec3 outgoingLight = vec3( 0.0 );
-  vec4 diffuseColor = vec4( diffuse, opacity );
+	vec3 outgoingLight = vec3( 0.0 );
+	vec4 diffuseColor = vec4( diffuse, opacity );
 
-  #include <logdepthbuf_fragment>
-  #include <map_particle_fragment>
-  #include <color_fragment>
-  #include <alphatest_fragment>
+	#include <logdepthbuf_fragment>
+	#include <map_particle_fragment>
+	#include <color_fragment>
+	#include <alphatest_fragment>
 
-  outgoingLight = diffuseColor.rgb;
+	outgoingLight = diffuseColor.rgb;
 
-  #include <fog_fragment>
+	#include <fog_fragment>
 
-  gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
 
 }

+ 11 - 11
src/renderers/shaders/ShaderLib/points_vert.glsl

@@ -8,18 +8,18 @@ uniform float scale;
 
 void main() {
 
-  #include <color_vertex>
-  #include <begin_vertex>
-  #include <project_vertex>
+	#include <color_vertex>
+	#include <begin_vertex>
+	#include <project_vertex>
 
-  #ifdef USE_SIZEATTENUATION
-    gl_PointSize = size * ( scale / - mvPosition.z );
-  #else
-    gl_PointSize = size;
-  #endif
+	#ifdef USE_SIZEATTENUATION
+		gl_PointSize = size * ( scale / - mvPosition.z );
+	#else
+		gl_PointSize = size;
+	#endif
 
-  #include <logdepthbuf_vertex>
-  #include <worldpos_vertex>
-  #include <shadowmap_vertex>
+	#include <logdepthbuf_vertex>
+	#include <worldpos_vertex>
+	#include <shadowmap_vertex>
 
 }