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Эх сурвалжийг харах

Merge pull request #19910 from linbingquan/dev-cleanup-glsl

glsl: Clean up.
Mr.doob 5 жил өмнө
parent
commit
219eacd2b1

+ 1 - 1
src/renderers/shaders/ShaderChunk/common.glsl.js

@@ -114,7 +114,7 @@ float linearToRelativeLuminance( const in vec3 color ) {
 
 bool isPerspectiveMatrix( mat4 m ) {
 
-  return m[ 2 ][ 3 ] == - 1.0;
+	return m[ 2 ][ 3 ] == - 1.0;
 
 }
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js

@@ -9,7 +9,7 @@ export default /* glsl */`
 
 		vec3 cameraToVertex;
 
-		if ( isOrthographic ) { 
+		if ( isOrthographic ) {
 
 			cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js

@@ -1,7 +1,7 @@
 export default /* glsl */`
 #ifdef USE_FOG
 
-	fogDepth = -mvPosition.z;
+	fogDepth = - mvPosition.z;
 
 #endif
 `;

+ 0 - 1
src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js

@@ -23,5 +23,4 @@ vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
 	#endif
 
 }
-
 `;

+ 4 - 4
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js

@@ -10,10 +10,10 @@ varying vec3 vViewPosition;
 
 struct BlinnPhongMaterial {
 
-	vec3	diffuseColor;
-	vec3	specularColor;
-	float	specularShininess;
-	float	specularStrength;
+	vec3 diffuseColor;
+	vec3 specularColor;
+	float specularShininess;
+	float specularStrength;
 
 };
 

+ 3 - 3
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js

@@ -1,9 +1,9 @@
 export default /* glsl */`
 struct PhysicalMaterial {
 
-	vec3	diffuseColor;
-	float	specularRoughness;
-	vec3	specularColor;
+	vec3 diffuseColor;
+	float specularRoughness;
+	vec3 specularColor;
 
 #ifdef CLEARCOAT
 	float clearcoat;

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js

@@ -10,7 +10,7 @@ varying vec3 vViewPosition;
 
 struct ToonMaterial {
 
-	vec3	diffuseColor;
+	vec3 diffuseColor;
 
 };
 

+ 2 - 2
src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js

@@ -5,11 +5,11 @@ export default /* glsl */`
 
 	#ifndef USE_MORPHNORMALS
 
-	uniform float morphTargetInfluences[ 8 ];
+		uniform float morphTargetInfluences[ 8 ];
 
 	#else
 
-	uniform float morphTargetInfluences[ 4 ];
+		uniform float morphTargetInfluences[ 4 ];
 
 	#endif
 

+ 4 - 4
src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js

@@ -12,10 +12,10 @@ export default /* glsl */`
 
 	#ifndef USE_MORPHNORMALS
 
-	transformed += morphTarget4 * morphTargetInfluences[ 4 ];
-	transformed += morphTarget5 * morphTargetInfluences[ 5 ];
-	transformed += morphTarget6 * morphTargetInfluences[ 6 ];
-	transformed += morphTarget7 * morphTargetInfluences[ 7 ];
+		transformed += morphTarget4 * morphTargetInfluences[ 4 ];
+		transformed += morphTarget5 * morphTargetInfluences[ 5 ];
+		transformed += morphTarget6 * morphTargetInfluences[ 6 ];
+		transformed += morphTarget7 * morphTargetInfluences[ 7 ];
 
 	#endif