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Fix some indents

Garrett Johnson 5 年之前
父節點
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8bf4f29237

+ 9 - 9
examples/js/shaders/BrightnessContrastShader.js

@@ -23,9 +23,9 @@ THREE.BrightnessContrastShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
+		"	vUv = uv;",
 
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -41,15 +41,15 @@ THREE.BrightnessContrastShader = {
 
 		"void main() {",
 
-			"gl_FragColor = texture2D( tDiffuse, vUv );",
+		"	gl_FragColor = texture2D( tDiffuse, vUv );",
 
-			"gl_FragColor.rgb += brightness;",
+		"	gl_FragColor.rgb += brightness;",
 
-			"if (contrast > 0.0) {",
-				"gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
-			"} else {",
-				"gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
-			"}",
+		"	if (contrast > 0.0) {",
+		"		gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
+		"	} else {",
+		"		gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
+		"	}",
 
 		"}"
 

+ 4 - 4
examples/js/shaders/ColorCorrectionShader.js

@@ -21,9 +21,9 @@ THREE.ColorCorrectionShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
+		"	vUv = uv;",
 
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -40,8 +40,8 @@ THREE.ColorCorrectionShader = {
 
 		"void main() {",
 
-			"gl_FragColor = texture2D( tDiffuse, vUv );",
-			"gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
+		"	gl_FragColor = texture2D( tDiffuse, vUv );",
+		"	gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
 
 		"}"
 

+ 6 - 6
examples/js/shaders/ColorifyShader.js

@@ -19,8 +19,8 @@ THREE.ColorifyShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -35,12 +35,12 @@ THREE.ColorifyShader = {
 
 		"void main() {",
 
-			"vec4 texel = texture2D( tDiffuse, vUv );",
+		"	vec4 texel = texture2D( tDiffuse, vUv );",
 
-			"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
-			"float v = dot( texel.xyz, luma );",
+		"	vec3 luma = vec3( 0.299, 0.587, 0.114 );",
+		"	float v = dot( texel.xyz, luma );",
 
-			"gl_FragColor = vec4( v * color, texel.w );",
+		"	gl_FragColor = vec4( v * color, texel.w );",
 
 		"}"
 

+ 9 - 9
examples/js/shaders/ConvolutionShader.js

@@ -31,8 +31,8 @@ THREE.ConvolutionShader = {
 
 		"void main() {",
 
-			"vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -49,17 +49,17 @@ THREE.ConvolutionShader = {
 
 		"void main() {",
 
-			"vec2 imageCoord = vUv;",
-			"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
+		"	vec2 imageCoord = vUv;",
+		"	vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
 
-			"for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
+		"	for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
 
-				"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
-				"imageCoord += uImageIncrement;",
+		"		sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
+		"		imageCoord += uImageIncrement;",
 
-			"}",
+		"	}",
 
-			"gl_FragColor = sum;",
+		"	gl_FragColor = sum;",
 
 		"}"
 

+ 4 - 4
examples/js/shaders/CopyShader.js

@@ -19,8 +19,8 @@ THREE.CopyShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -36,8 +36,8 @@ THREE.CopyShader = {
 
 		"void main() {",
 
-			"vec4 texel = texture2D( tDiffuse, vUv );",
-			"gl_FragColor = opacity * texel;",
+		"	vec4 texel = texture2D( tDiffuse, vUv );",
+		"	gl_FragColor = opacity * texel;",
 
 		"}"
 

+ 40 - 40
examples/js/shaders/DigitalGlitch.js

@@ -31,8 +31,8 @@ THREE.DigitalGlitch = {
 
 		"varying vec2 vUv;",
 		"void main() {",
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 		"}"
 	].join( "\n" ),
 
@@ -55,47 +55,47 @@ THREE.DigitalGlitch = {
 
 
 		"float rand(vec2 co){",
-			"return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
+		"	return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
 		"}",
 
 		"void main() {",
-			"if(byp<1) {",
-				"vec2 p = vUv;",
-				"float xs = floor(gl_FragCoord.x / 0.5);",
-				"float ys = floor(gl_FragCoord.y / 0.5);",
-				//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
-				"vec4 normal = texture2D (tDisp, p*seed*seed);",
-				"if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {",
-					"if(seed_x>0.){",
-						"p.y = 1. - (p.y + distortion_y);",
-					"}",
-					"else {",
-						"p.y = distortion_y;",
-					"}",
-				"}",
-				"if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {",
-					"if(seed_y>0.){",
-						"p.x=distortion_x;",
-					"}",
-					"else {",
-						"p.x = 1. - (p.x + distortion_x);",
-					"}",
-				"}",
-				"p.x+=normal.x*seed_x*(seed/5.);",
-				"p.y+=normal.y*seed_y*(seed/5.);",
-				//base from RGB shift shader
-				"vec2 offset = amount * vec2( cos(angle), sin(angle));",
-				"vec4 cr = texture2D(tDiffuse, p + offset);",
-				"vec4 cga = texture2D(tDiffuse, p);",
-				"vec4 cb = texture2D(tDiffuse, p - offset);",
-				"gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
-				//add noise
-				"vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);",
-				"gl_FragColor = gl_FragColor+ snow;",
-			"}",
-			"else {",
-				"gl_FragColor=texture2D (tDiffuse, vUv);",
-			"}",
+		"	if(byp<1) {",
+		"		vec2 p = vUv;",
+		"		float xs = floor(gl_FragCoord.x / 0.5);",
+		"		float ys = floor(gl_FragCoord.y / 0.5);",
+		//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
+		"		vec4 normal = texture2D (tDisp, p*seed*seed);",
+		"		if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {",
+		"			if(seed_x>0.){",
+		"				p.y = 1. - (p.y + distortion_y);",
+		"			}",
+		"			else {",
+		"				p.y = distortion_y;",
+		"			}",
+		"		}",
+		"		if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {",
+		"			if(seed_y>0.){",
+		"				p.x=distortion_x;",
+		"			}",
+		"			else {",
+		"				p.x = 1. - (p.x + distortion_x);",
+		"			}",
+		"		}",
+		"		p.x+=normal.x*seed_x*(seed/5.);",
+		"		p.y+=normal.y*seed_y*(seed/5.);",
+		//base from RGB shift shader
+		"		vec2 offset = amount * vec2( cos(angle), sin(angle));",
+		"		vec4 cr = texture2D(tDiffuse, p + offset);",
+		"		vec4 cga = texture2D(tDiffuse, p);",
+		"		vec4 cb = texture2D(tDiffuse, p - offset);",
+		"		gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
+		//add noise
+		"		vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);",
+		"		gl_FragColor = gl_FragColor+ snow;",
+		"	}",
+		"	else {",
+		"		gl_FragColor=texture2D (tDiffuse, vUv);",
+		"	}",
 		"}"
 
 	].join( "\n" )