Garrett Johnson %!s(int64=5) %!d(string=hai) anos
pai
achega
d74d66dc41

+ 5 - 5
examples/js/shaders/LuminosityShader.js

@@ -19,9 +19,9 @@ THREE.LuminosityShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
+		"	vUv = uv;",
 
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -37,11 +37,11 @@ THREE.LuminosityShader = {
 
 		"void main() {",
 
-			"vec4 texel = texture2D( tDiffuse, vUv );",
+		"	vec4 texel = texture2D( tDiffuse, vUv );",
 
-			"float l = linearToRelativeLuminance( texel.rgb );",
+		"	float l = linearToRelativeLuminance( texel.rgb );",
 
-			"gl_FragColor = vec4( l, l, l, texel.w );",
+		"	gl_FragColor = vec4( l, l, l, texel.w );",
 
 		"}"
 

+ 14 - 14
examples/js/shaders/MirrorShader.js

@@ -22,8 +22,8 @@ THREE.MirrorShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -38,18 +38,18 @@ THREE.MirrorShader = {
 
 		"void main() {",
 
-			"vec2 p = vUv;",
-			"if (side == 0){",
-				"if (p.x > 0.5) p.x = 1.0 - p.x;",
-			"}else if (side == 1){",
-				"if (p.x < 0.5) p.x = 1.0 - p.x;",
-			"}else if (side == 2){",
-				"if (p.y < 0.5) p.y = 1.0 - p.y;",
-			"}else if (side == 3){",
-				"if (p.y > 0.5) p.y = 1.0 - p.y;",
-			"} ",
-			"vec4 color = texture2D(tDiffuse, p);",
-			"gl_FragColor = color;",
+		"	vec2 p = vUv;",
+		"	if (side == 0){",
+		"		if (p.x > 0.5) p.x = 1.0 - p.x;",
+		"	}else if (side == 1){",
+		"		if (p.x < 0.5) p.x = 1.0 - p.x;",
+		"	}else if (side == 2){",
+		"		if (p.y < 0.5) p.y = 1.0 - p.y;",
+		"	}else if (side == 3){",
+		"		if (p.y > 0.5) p.y = 1.0 - p.y;",
+		"	} ",
+		"	vec4 color = texture2D(tDiffuse, p);",
+		"	gl_FragColor = color;",
 
 		"}"
 

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

@@ -22,8 +22,8 @@ THREE.NormalMapShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -39,12 +39,12 @@ THREE.NormalMapShader = {
 
 		"void main() {",
 
-			"float val = texture2D( heightMap, vUv ).x;",
+		"	float val = texture2D( heightMap, vUv ).x;",
 
-			"float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
-			"float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
+		"	float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
+		"	float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
 
-			"gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height  ) ) + 0.5 ), 1.0 );",
+		"	gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height  ) ) + 0.5 ), 1.0 );",
 
 		"}"
 

+ 70 - 70
examples/js/shaders/ParallaxShader.js

@@ -28,11 +28,11 @@ THREE.ParallaxShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-			"vViewPosition = -mvPosition.xyz;",
-			"vNormal = normalize( normalMatrix * normal );",
-			"gl_Position = projectionMatrix * mvPosition;",
+		"	vUv = uv;",
+		"	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+		"	vViewPosition = -mvPosition.xyz;",
+		"	vNormal = normalize( normalMatrix * normal );",
+		"	gl_Position = projectionMatrix * mvPosition;",
 
 		"}"
 
@@ -52,130 +52,130 @@ THREE.ParallaxShader = {
 
 		"#ifdef USE_BASIC_PARALLAX",
 
-			"vec2 parallaxMap( in vec3 V ) {",
+		"	vec2 parallaxMap( in vec3 V ) {",
 
-				"float initialHeight = texture2D( bumpMap, vUv ).r;",
+		"		float initialHeight = texture2D( bumpMap, vUv ).r;",
 
 				// No Offset Limitting: messy, floating output at grazing angles.
 				//"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
 
 				// Offset Limiting
-				"vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
-				"return vUv - texCoordOffset;",
+		"		vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
+		"		return vUv - texCoordOffset;",
 
-			"}",
+		"	}",
 
 		"#else",
 
-			"vec2 parallaxMap( in vec3 V ) {",
+		"	vec2 parallaxMap( in vec3 V ) {",
 
 				// Determine number of layers from angle between V and N
-				"float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
+		"		float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
 
-				"float layerHeight = 1.0 / numLayers;",
-				"float currentLayerHeight = 0.0;",
+		"		float layerHeight = 1.0 / numLayers;",
+		"		float currentLayerHeight = 0.0;",
 				// Shift of texture coordinates for each iteration
-				"vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
+		"		vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
 
-				"vec2 currentTextureCoords = vUv;",
+		"		vec2 currentTextureCoords = vUv;",
 
-				"float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
+		"		float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
 
 				// while ( heightFromTexture > currentLayerHeight )
 				// Infinite loops are not well supported. Do a "large" finite
 				// loop, but not too large, as it slows down some compilers.
-				"for ( int i = 0; i < 30; i += 1 ) {",
-					"if ( heightFromTexture <= currentLayerHeight ) {",
-						"break;",
-					"}",
-					"currentLayerHeight += layerHeight;",
+		"		for ( int i = 0; i < 30; i += 1 ) {",
+		"			if ( heightFromTexture <= currentLayerHeight ) {",
+		"				break;",
+		"			}",
+		"			currentLayerHeight += layerHeight;",
 					// Shift texture coordinates along vector V
-					"currentTextureCoords -= dtex;",
-					"heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
-				"}",
+		"			currentTextureCoords -= dtex;",
+		"			heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
+		"		}",
 
-				"#ifdef USE_STEEP_PARALLAX",
+		"		#ifdef USE_STEEP_PARALLAX",
 
-					"return currentTextureCoords;",
+		"			return currentTextureCoords;",
 
-				"#elif defined( USE_RELIEF_PARALLAX )",
+		"		#elif defined( USE_RELIEF_PARALLAX )",
 
-					"vec2 deltaTexCoord = dtex / 2.0;",
-					"float deltaHeight = layerHeight / 2.0;",
+		"			vec2 deltaTexCoord = dtex / 2.0;",
+		"			float deltaHeight = layerHeight / 2.0;",
 
 					// Return to the mid point of previous layer
-					"currentTextureCoords += deltaTexCoord;",
-					"currentLayerHeight -= deltaHeight;",
+		"			currentTextureCoords += deltaTexCoord;",
+		"			currentLayerHeight -= deltaHeight;",
 
 					// Binary search to increase precision of Steep Parallax Mapping
-					"const int numSearches = 5;",
-					"for ( int i = 0; i < numSearches; i += 1 ) {",
+		"			const int numSearches = 5;",
+		"			for ( int i = 0; i < numSearches; i += 1 ) {",
 
-						"deltaTexCoord /= 2.0;",
-						"deltaHeight /= 2.0;",
-						"heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
+		"				deltaTexCoord /= 2.0;",
+		"				deltaHeight /= 2.0;",
+		"				heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
 						// Shift along or against vector V
-						"if( heightFromTexture > currentLayerHeight ) {", // Below the surface
+		"				if( heightFromTexture > currentLayerHeight ) {", // Below the surface
 
-							"currentTextureCoords -= deltaTexCoord;",
-							"currentLayerHeight += deltaHeight;",
+		"					currentTextureCoords -= deltaTexCoord;",
+		"					currentLayerHeight += deltaHeight;",
 
-						"} else {", // above the surface
+		"				} else {", // above the surface
 
-							"currentTextureCoords += deltaTexCoord;",
-							"currentLayerHeight -= deltaHeight;",
+		"					currentTextureCoords += deltaTexCoord;",
+		"					currentLayerHeight -= deltaHeight;",
 
-						"}",
+		"				}",
 
-					"}",
-					"return currentTextureCoords;",
+		"			}",
+		"			return currentTextureCoords;",
 
-				"#elif defined( USE_OCLUSION_PARALLAX )",
+		"		#elif defined( USE_OCLUSION_PARALLAX )",
 
-					"vec2 prevTCoords = currentTextureCoords + dtex;",
+		"			vec2 prevTCoords = currentTextureCoords + dtex;",
 
 					// Heights for linear interpolation
-					"float nextH = heightFromTexture - currentLayerHeight;",
-					"float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
+		"			float nextH = heightFromTexture - currentLayerHeight;",
+		"			float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
 
 					// Proportions for linear interpolation
-					"float weight = nextH / ( nextH - prevH );",
+		"			float weight = nextH / ( nextH - prevH );",
 
 					// Interpolation of texture coordinates
-					"return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
+		"			return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
 
-				"#else", // NO_PARALLAX
+		"		#else", // NO_PARALLAX
 
-					"return vUv;",
+		"			return vUv;",
 
-				"#endif",
+		"		#endif",
 
-			"}",
+		"	}",
 		"#endif",
 
 		"vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
 
- 			"vec2 texDx = dFdx( vUv );",
-			"vec2 texDy = dFdy( vUv );",
+ 		"	vec2 texDx = dFdx( vUv );",
+		"	vec2 texDy = dFdy( vUv );",
 
-			"vec3 vSigmaX = dFdx( surfPosition );",
-			"vec3 vSigmaY = dFdy( surfPosition );",
-			"vec3 vR1 = cross( vSigmaY, surfNormal );",
-			"vec3 vR2 = cross( surfNormal, vSigmaX );",
-			"float fDet = dot( vSigmaX, vR1 );",
+		"	vec3 vSigmaX = dFdx( surfPosition );",
+		"	vec3 vSigmaY = dFdy( surfPosition );",
+		"	vec3 vR1 = cross( vSigmaY, surfNormal );",
+		"	vec3 vR2 = cross( surfNormal, vSigmaX );",
+		"	float fDet = dot( vSigmaX, vR1 );",
 
-			"vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
-			"vec3 vProjVtex;",
-			"vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
-			"vProjVtex.z = dot( surfNormal, viewPosition );",
+		"	vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
+		"	vec3 vProjVtex;",
+		"	vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
+		"	vProjVtex.z = dot( surfNormal, viewPosition );",
 
-			"return parallaxMap( vProjVtex );",
+		"	return parallaxMap( vProjVtex );",
 		"}",
 
 		"void main() {",
 
-			"vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
-			"gl_FragColor = texture2D( map, mapUv );",
+		"	vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
+		"	gl_FragColor = texture2D( map, mapUv );",
 
 		"}"
 

+ 7 - 7
examples/js/shaders/RGBShiftShader.js

@@ -26,8 +26,8 @@ THREE.RGBShiftShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -43,11 +43,11 @@ THREE.RGBShiftShader = {
 
 		"void main() {",
 
-			"vec2 offset = amount * vec2( cos(angle), sin(angle));",
-			"vec4 cr = texture2D(tDiffuse, vUv + offset);",
-			"vec4 cga = texture2D(tDiffuse, vUv);",
-			"vec4 cb = texture2D(tDiffuse, vUv - offset);",
-			"gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
+		"	vec2 offset = amount * vec2( cos(angle), sin(angle));",
+		"	vec4 cr = texture2D(tDiffuse, vUv + offset);",
+		"	vec4 cga = texture2D(tDiffuse, vUv);",
+		"	vec4 cb = texture2D(tDiffuse, vUv - offset);",
+		"	gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
 
 		"}"
 

+ 8 - 8
examples/js/shaders/SepiaShader.js

@@ -21,8 +21,8 @@ THREE.SepiaShader = {
 
 		"void main() {",
 
-			"vUv = uv;",
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+		"	vUv = uv;",
+		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
 		"}"
 
@@ -38,14 +38,14 @@ THREE.SepiaShader = {
 
 		"void main() {",
 
-			"vec4 color = texture2D( tDiffuse, vUv );",
-			"vec3 c = color.rgb;",
+		"	vec4 color = texture2D( tDiffuse, vUv );",
+		"	vec3 c = color.rgb;",
 
-			"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
-			"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
-			"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
+		"	color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
+		"	color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
+		"	color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
 
-			"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
+		"	gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
 
 		"}"