@@ -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;
}
@@ -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 ] ) );
@@ -1,7 +1,7 @@
export default /* glsl */`
#ifdef USE_FOG
- fogDepth = -mvPosition.z;
+ fogDepth = - mvPosition.z;
#endif
`;
@@ -23,5 +23,4 @@ vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
-
@@ -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;
};
@@ -1,9 +1,9 @@
struct PhysicalMaterial {
- float specularRoughness;
+ float specularRoughness;
#ifdef CLEARCOAT
float clearcoat;
@@ -10,7 +10,7 @@ varying vec3 vViewPosition;
struct ToonMaterial {
@@ -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 ];
@@ -12,10 +12,10 @@ export default /* glsl */`
- 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 ];