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Clean up.

Mr.doob 8 năm trước cách đây
mục cha
commit
aa2b139015

+ 6 - 6
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl

@@ -63,32 +63,32 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
 	if( face == 0) {
 		r = vec3(direction.x, -direction.z, direction.y);
 		offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);
-		offset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;
+		offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
 	}
 	else if( face == 1) {
 		r = vec3(direction.y, direction.x, direction.z);
 		offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);
-		offset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;
+		offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
 	}
 	else if( face == 2) {
 		r = vec3(direction.z, direction.x, direction.y);
 		offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);
-		offset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;
+		offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
 	}
 	else if( face == 3) {
 		r = vec3(direction.x, direction.z, direction.y);
 		offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);
-		offset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;
+		offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
 	}
 	else if( face == 4) {
 		r = vec3(direction.y, direction.x, -direction.z);
 		offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);
-		offset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;
+		offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
 	}
 	else {
 		r = vec3(direction.z, -direction.x, direction.y);
 		offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);
-		offset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;
+		offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
 	}
 	r = normalize(r);
 	float texelOffset = 0.5 * cubeUV_rcpTextureSize;

+ 34 - 34
src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl

@@ -1,53 +1,53 @@
 // For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/
 
 vec4 LinearToLinear( in vec4 value ) {
-  return value;
+	return value;
 }
 
 vec4 GammaToLinear( in vec4 value, in float gammaFactor ) {
-  return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );
+	return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );
 }
 vec4 LinearToGamma( in vec4 value, in float gammaFactor ) {
-  return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );
+	return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );
 }
 
 vec4 sRGBToLinear( in vec4 value ) {
-  return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );
+	return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );
 }
 vec4 LinearTosRGB( in vec4 value ) {
-  return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );
+	return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );
 }
 
 vec4 RGBEToLinear( in vec4 value ) {
-  return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );
+	return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );
 }
 vec4 LinearToRGBE( in vec4 value ) {
-  float maxComponent = max( max( value.r, value.g ), value.b );
-  float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );
-  return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );
+	float maxComponent = max( max( value.r, value.g ), value.b );
+	float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );
+	return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );
 //  return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );
 }
 
 // reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html
 vec4 RGBMToLinear( in vec4 value, in float maxRange ) {
-  return vec4( value.xyz * value.w * maxRange, 1.0 );
+	return vec4( value.xyz * value.w * maxRange, 1.0 );
 }
 vec4 LinearToRGBM( in vec4 value, in float maxRange ) {
-  float maxRGB = max( value.x, max( value.g, value.b ) );
-  float M      = clamp( maxRGB / maxRange, 0.0, 1.0 );
-  M            = ceil( M * 255.0 ) / 255.0;
-  return vec4( value.rgb / ( M * maxRange ), M );
+	float maxRGB = max( value.x, max( value.g, value.b ) );
+	float M      = clamp( maxRGB / maxRange, 0.0, 1.0 );
+	M            = ceil( M * 255.0 ) / 255.0;
+	return vec4( value.rgb / ( M * maxRange ), M );
 }
 
 // reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html
 vec4 RGBDToLinear( in vec4 value, in float maxRange ) {
-    return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );
+	return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );
 }
 vec4 LinearToRGBD( in vec4 value, in float maxRange ) {
-    float maxRGB = max( value.x, max( value.g, value.b ) );
-    float D      = max( maxRange / maxRGB, 1.0 );
-    D            = min( floor( D ) / 255.0, 1.0 );
-    return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
+	float maxRGB = max( value.x, max( value.g, value.b ) );
+	float D      = max( maxRange / maxRGB, 1.0 );
+	D            = min( floor( D ) / 255.0, 1.0 );
+	return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
 }
 
 // LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html
@@ -55,24 +55,24 @@ vec4 LinearToRGBD( in vec4 value, in float maxRange ) {
 // M matrix, for encoding
 const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );
 vec4 LinearToLogLuv( in vec4 value )  {
-  vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;
-  Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));
-  vec4 vResult;
-  vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
-  float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
-  vResult.w = fract(Le);
-  vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;
-  return vResult;
+	vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;
+	Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));
+	vec4 vResult;
+	vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
+	float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
+	vResult.w = fract(Le);
+	vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;
+	return vResult;
 }
 
 // Inverse M matrix, for decoding
 const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );
 vec4 LogLuvToLinear( in vec4 value ) {
-  float Le = value.z * 255.0 + value.w;
-  vec3 Xp_Y_XYZp;
-  Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);
-  Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
-  Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
-  vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;
-  return vec4( max(vRGB, 0.0), 1.0 );
+	float Le = value.z * 255.0 + value.w;
+	vec3 Xp_Y_XYZp;
+	Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);
+	Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
+	Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
+	vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;
+	return vec4( max(vRGB, 0.0), 1.0 );
 }

+ 18 - 18
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl

@@ -17,29 +17,29 @@ struct BlinnPhongMaterial {
 };
 
 #if NUM_RECT_AREA_LIGHTS > 0
-    void RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
+	void RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
 
-        vec3 matDiffColor = material.diffuseColor;
-        vec3 matSpecColor = material.specularColor;
-        vec3 lightColor   = rectAreaLight.color;
+		vec3 matDiffColor = material.diffuseColor;
+		vec3 matSpecColor = material.specularColor;
+		vec3 lightColor   = rectAreaLight.color;
 
-        float roughness = BlinnExponentToGGXRoughness( material.specularShininess );
+		float roughness = BlinnExponentToGGXRoughness( material.specularShininess );
 
-        // Evaluate Lighting Equation
-        vec3 spec = Rect_Area_Light_Specular_Reflectance(
-                geometry,
-                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,
-                roughness,
-                ltcMat, ltcMag );
-        vec3 diff = Rect_Area_Light_Diffuse_Reflectance(
-                geometry,
-                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );
+		// Evaluate Lighting Equation
+		vec3 spec = Rect_Area_Light_Specular_Reflectance(
+				geometry,
+				rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,
+				roughness,
+				ltcMat, ltcMag );
+		vec3 diff = Rect_Area_Light_Diffuse_Reflectance(
+				geometry,
+				rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );
 
-        // TODO (abelnation): note why division by 2PI is necessary
-        reflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;
-        reflectedLight.directDiffuse  += lightColor * matDiffColor * diff / PI2;
+		// TODO (abelnation): note why division by 2PI is necessary
+		reflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;
+		reflectedLight.directDiffuse  += lightColor * matDiffColor * diff / PI2;
 
-    }
+	}
 #endif
 
 void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {

+ 20 - 20
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl

@@ -22,26 +22,26 @@ float clearCoatDHRApprox( const in float roughness, const in float dotNL ) {
 }
 
 #if NUM_RECT_AREA_LIGHTS > 0
-    void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
-
-        vec3 matDiffColor = material.diffuseColor;
-        vec3 matSpecColor = material.specularColor;
-        vec3 lightColor   = rectAreaLight.color;
-        float roughness = material.specularRoughness;
-
-        vec3 spec = Rect_Area_Light_Specular_Reflectance(
-                geometry,
-                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,
-                roughness,
-                ltcMat, ltcMag );
-        vec3 diff = Rect_Area_Light_Diffuse_Reflectance(
-                geometry,
-                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );
-
-        reflectedLight.directSpecular += lightColor * matSpecColor * spec;
-        reflectedLight.directDiffuse  += lightColor * matDiffColor * diff;
-
-    }
+	void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
+
+		vec3 matDiffColor = material.diffuseColor;
+		vec3 matSpecColor = material.specularColor;
+		vec3 lightColor   = rectAreaLight.color;
+		float roughness = material.specularRoughness;
+
+		vec3 spec = Rect_Area_Light_Specular_Reflectance(
+				geometry,
+				rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,
+				roughness,
+				ltcMat, ltcMag );
+		vec3 diff = Rect_Area_Light_Diffuse_Reflectance(
+				geometry,
+				rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );
+
+		reflectedLight.directSpecular += lightColor * matSpecColor * spec;
+		reflectedLight.directDiffuse  += lightColor * matDiffColor * diff;
+
+	}
 #endif
 
 void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {

+ 16 - 16
src/renderers/shaders/ShaderChunk/lights_template.glsl

@@ -1,17 +1,17 @@
-//
-// This is a template that can be used to light a material, it uses pluggable RenderEquations (RE)
-//   for specific lighting scenarios.
-//
-// Instructions for use:
-//  - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
-//  - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
-//  - Create a material parameter that is to be passed as the third parameter to your lighting functions.
-//
-// TODO:
-//  - Add area light support.
-//  - Add sphere light support.
-//  - Add diffuse light probe (irradiance cubemap) support.
-//
+/**
+ * This is a template that can be used to light a material, it uses pluggable
+ * RenderEquations (RE)for specific lighting scenarios.
+ *
+ * Instructions for use:
+ * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
+ * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
+ * - Create a material parameter that is to be passed as the third parameter to your lighting functions.
+ *
+ * TODO:
+ * - Add area light support.
+ * - Add sphere light support.
+ * - Add diffuse light probe (irradiance cubemap) support.
+ */
 
 GeometricContext geometry;
 
@@ -125,7 +125,7 @@ IncidentLight directLight;
 	#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
 
 		// TODO, replace 8 with the real maxMIPLevel
-	 	irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 );
+		irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 );
 
 	#endif
 
@@ -143,7 +143,7 @@ IncidentLight directLight;
 	#else
 		vec3 clearCoatRadiance = vec3( 0.0 );
 	#endif
-		
+
 	RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );
 
 #endif

+ 6 - 10
src/renderers/shaders/ShaderChunk/packing.glsl

@@ -1,9 +1,9 @@
 vec3 packNormalToRGB( const in vec3 normal ) {
-  return normalize( normal ) * 0.5 + 0.5;
+	return normalize( normal ) * 0.5 + 0.5;
 }
 
 vec3 unpackRGBToNormal( const in vec3 rgb ) {
-  return 1.0 - 2.0 * rgb.xyz;
+	return 1.0 - 2.0 * rgb.xyz;
 }
 
 const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
@@ -15,31 +15,27 @@ const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
 const float ShiftRight8 = 1. / 256.;
 
 vec4 packDepthToRGBA( const in float v ) {
-
 	vec4 r = vec4( fract( v * PackFactors ), v );
 	r.yzw -= r.xyz * ShiftRight8; // tidy overflow
 	return r * PackUpscale;
-
 }
 
 float unpackRGBAToDepth( const in vec4 v ) {
-
 	return dot( v, UnpackFactors );
-
 }
 
 // NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions
 
 float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
-  return ( viewZ + near ) / ( near - far );
+	return ( viewZ + near ) / ( near - far );
 }
 float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
-  return linearClipZ * ( near - far ) - near;
+	return linearClipZ * ( near - far ) - near;
 }
 
 float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
-  return (( near + viewZ ) * far ) / (( far - near ) * viewZ );
+	return (( near + viewZ ) * far ) / (( far - near ) * viewZ );
 }
 float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {
-  return ( near * far ) / ( ( far - near ) * invClipZ - far );
+	return ( near * far ) / ( ( far - near ) * invClipZ - far );
 }

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

@@ -21,9 +21,9 @@
 
 	#endif
 
-    #if NUM_RECT_AREA_LIGHTS > 0
-        // TODO (abelnation): create uniforms for area light shadows
-    #endif
+	#if NUM_RECT_AREA_LIGHTS > 0
+		// TODO (abelnation): create uniforms for area light shadows
+	#endif
 
 	float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
 

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl

@@ -21,10 +21,10 @@
 
 	#endif
 
-    #if NUM_RECT_AREA_LIGHTS > 0
+	#if NUM_RECT_AREA_LIGHTS > 0
 
-        // TODO (abelnation): uniforms for area light shadows
+		// TODO (abelnation): uniforms for area light shadows
 
-    #endif
+	#endif
 
 #endif

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl

@@ -30,10 +30,10 @@
 
 	#endif
 
-    #if NUM_RECT_AREA_LIGHTS > 0
+	#if NUM_RECT_AREA_LIGHTS > 0
 
-    // TODO (abelnation): update vAreaShadowCoord with area light info
+	// TODO (abelnation): update vAreaShadowCoord with area light info
 
-    #endif
+	#endif
 
 #endif

+ 10 - 10
src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl

@@ -6,15 +6,15 @@ uniform float toneMappingWhitePoint;
 // exposure only
 vec3 LinearToneMapping( vec3 color ) {
 
-  return toneMappingExposure * color;
+	return toneMappingExposure * color;
 
 }
 
 // source: https://www.cs.utah.edu/~reinhard/cdrom/
 vec3 ReinhardToneMapping( vec3 color ) {
 
-  color *= toneMappingExposure;
-  return saturate( color / ( vec3( 1.0 ) + color ) );
+	color *= toneMappingExposure;
+	return saturate( color / ( vec3( 1.0 ) + color ) );
 
 }
 
@@ -22,18 +22,18 @@ vec3 ReinhardToneMapping( vec3 color ) {
 #define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
 vec3 Uncharted2ToneMapping( vec3 color ) {
 
-  // John Hable's filmic operator from Uncharted 2 video game
-  color *= toneMappingExposure;
-  return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
+	// John Hable's filmic operator from Uncharted 2 video game
+	color *= toneMappingExposure;
+	return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
 
 }
 
 // source: http://filmicgames.com/archives/75
 vec3 OptimizedCineonToneMapping( vec3 color ) {
 
-  // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
-  color *= toneMappingExposure;
-  color = max( vec3( 0.0 ), color - 0.004 );
-  return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
+	// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
+	color *= toneMappingExposure;
+	color = max( vec3( 0.0 ), color - 0.004 );
+	return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
 
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/normal_frag.glsl

@@ -2,7 +2,7 @@
 
 uniform float opacity;
 
-#if defined( FLAT_SHADED  ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )
+#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )
 
 	varying vec3 vViewPosition;
 

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

@@ -1,6 +1,6 @@
 #define NORMAL
 
-#if defined( FLAT_SHADED  ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )
+#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )
 
 	varying vec3 vViewPosition;
 
@@ -41,7 +41,7 @@ void main() {
 	#include <project_vertex>
 	#include <logdepthbuf_vertex>
 
-#if defined( FLAT_SHADED  ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )
+#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )
 
 	vViewPosition = - mvPosition.xyz;
 

+ 1 - 1
src/renderers/shaders/ShaderLib/shadow_frag.glsl

@@ -9,6 +9,6 @@ uniform float opacity;
 
 void main() {
 
-	gl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0  - getShadowMask() ) );
+	gl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );
 
 }

+ 8 - 8
src/renderers/shaders/UniformsLib.js

@@ -152,13 +152,13 @@ var UniformsLib = {
 			groundColor: {}
 		} },
 
-        // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
-        rectAreaLights: { value: [], properties: {
-            color: {},
-            position: {},
-            width: {},
-            height: {},
-        } }
+		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
+		rectAreaLights: { value: [], properties: {
+			color: {},
+			position: {},
+			width: {},
+			height: {}
+		} }
 
 	},
 
@@ -175,4 +175,4 @@ var UniformsLib = {
 
 };
 
-export { UniformsLib };
+export { UniformsLib };