فهرست منبع

Change tabs to spaces in Circular Shadows;

bjorn 3 سال پیش
والد
کامیت
e2bf41325a
1فایلهای تغییر یافته به همراه82 افزوده شده و 82 حذف شده
  1. 82 82
      examples/Lighting/Circular_Shadows/main.lua

+ 82 - 82
examples/Lighting/Circular_Shadows/main.lua

@@ -1,98 +1,98 @@
 function lovr.load()
-	-- shadow shader
-	shadowVertex = [[
-		out vec3 fragPos;
+  -- shadow shader
+  shadowVertex = [[
+    out vec3 fragPos;
 
-		vec4 position(mat4 projection, mat4 transform, vec4 vertex) {
-			fragPos = vec3(lovrModel * vertex);
-			return projection * transform * vertex;
-		}
-	]]
-	shadowFragment = [[
-		in vec3 fragPos;
-		uniform vec4 left;
-		uniform vec4 right;
-		uniform vec4 head;
+    vec4 position(mat4 projection, mat4 transform, vec4 vertex) {
+      fragPos = vec3(lovrModel * vertex);
+      return projection * transform * vertex;
+    }
+  ]]
+  shadowFragment = [[
+    in vec3 fragPos;
+    uniform vec4 left;
+    uniform vec4 right;
+    uniform vec4 head;
 
-		vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) {
-			vec4 shadowColor;
-			if (                                       // w is radius
-				(length( left.xz - fragPos.xz) <  left.w   &&    left.y > fragPos.y) ||
-				(length(right.xz - fragPos.xz) < right.w   &&   right.y > fragPos.y) ||
-				(length( head.xz - fragPos.xz) <  head.w   &&    head.y > fragPos.y)
-			) {
-				shadowColor = vec4(.25, .625, 1, 1);
-			} else {
-				shadowColor = vec4(1, 1, 1, 1);
-			}
-			return shadowColor * graphicsColor * lovrDiffuseColor * vertexColor * texture(image, uv);
-		}
-	]]
-	shadowShader = lovr.graphics.newShader(shadowVertex, shadowFragment)
+    vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) {
+      vec4 shadowColor;
+      if (                                       // w is radius
+        (length( left.xz - fragPos.xz) <  left.w   &&    left.y > fragPos.y) ||
+        (length(right.xz - fragPos.xz) < right.w   &&   right.y > fragPos.y) ||
+        (length( head.xz - fragPos.xz) <  head.w   &&    head.y > fragPos.y)
+      ) {
+        shadowColor = vec4(.25, .625, 1, 1);
+      } else {
+        shadowColor = vec4(1, 1, 1, 1);
+      }
+      return shadowColor * graphicsColor * lovrDiffuseColor * vertexColor * texture(image, uv);
+    }
+  ]]
+  shadowShader = lovr.graphics.newShader(shadowVertex, shadowFragment)
 
-	-- grass texture
-	grassTextureWidth = 256
-	grassImage = lovr.data.newImage(grassTextureWidth, grassTextureWidth)
-	for x = 0, grassTextureWidth - 1 do
-		for y = 0, grassTextureWidth - 1 do
-			grassImage:setPixel(x, y,
-				lovr.math.noise(x + .5, y + .5 +  0) / 2,
-				lovr.math.noise(x + .5, y + .5 + 16) / 2 + .5,
-				lovr.math.noise(x + .5, y + .5 + 32) / 2
-			)
-		end
-	end
-	grassTexture = lovr.graphics.newTexture(grassImage)
-	grassTexture:setFilter('nearest')
-	grassMaterial = lovr.graphics.newMaterial(grassTexture)
+  -- grass texture
+  grassTextureWidth = 256
+  grassImage = lovr.data.newImage(grassTextureWidth, grassTextureWidth)
+  for x = 0, grassTextureWidth - 1 do
+    for y = 0, grassTextureWidth - 1 do
+      grassImage:setPixel(x, y,
+        lovr.math.noise(x + .5, y + .5 +  0) / 2,
+        lovr.math.noise(x + .5, y + .5 + 16) / 2 + .5,
+        lovr.math.noise(x + .5, y + .5 + 32) / 2
+      )
+    end
+  end
+  grassTexture = lovr.graphics.newTexture(grassImage)
+  grassTexture:setFilter('nearest')
+  grassMaterial = lovr.graphics.newMaterial(grassTexture)
 
-	-- boxes
-	boxes = {}
-	for i = 1, 5 do
-		table.insert(boxes, {
-			x      = lovr.math.random() / 2,
-			y      = lovr.math.random() / 2 + .5,
-			z      = lovr.math.random() / 2,
-			width  = lovr.math.random() / 3,
-			height = lovr.math.random() / 3,
-			depth  = lovr.math.random() / 3,
-			r      = lovr.math.random(),
-			g      = lovr.math.random(),
-			b      = lovr.math.random()
-		})
-	end
+  -- boxes
+  boxes = {}
+  for i = 1, 5 do
+    table.insert(boxes, {
+      x      = lovr.math.random() / 2,
+      y      = lovr.math.random() / 2 + .5,
+      z      = lovr.math.random() / 2,
+      width  = lovr.math.random() / 3,
+      height = lovr.math.random() / 3,
+      depth  = lovr.math.random() / 3,
+      r      = lovr.math.random(),
+      g      = lovr.math.random(),
+      b      = lovr.math.random()
+    })
+  end
 end
 
 function lovr.update()
-	left = vec3(lovr.headset.getPosition('left'))
-	right = vec3(lovr.headset.getPosition('right'))
-	head = vec3(mat4(lovr.headset.getPose('head')):translate(0, -.1, -.1))
+  left = vec3(lovr.headset.getPosition('left'))
+  right = vec3(lovr.headset.getPosition('right'))
+  head = vec3(mat4(lovr.headset.getPose('head')):translate(0, -.1, -.1))
 
-	shadowShader:send('left',  { left.x,  left.y,  left.z, .05}) -- x, y, z, radius
-	shadowShader:send('right', {right.x, right.y, right.z, .05})
-	shadowShader:send('head',  { head.x,  head.y,  head.z, .1 })
+  shadowShader:send('left',  { left.x,  left.y,  left.z, .05}) -- x, y, z, radius
+  shadowShader:send('right', {right.x, right.y, right.z, .05})
+  shadowShader:send('head',  { head.x,  head.y,  head.z, .1 })
 end
 
 function lovr.draw()
-	-- sky
-	lovr.graphics.setBackgroundColor(0,.5,1)
+  -- sky
+  lovr.graphics.setBackgroundColor(0,.5,1)
 
-	-- grass
-	lovr.graphics.setColor(1, 1, 1)
-	lovr.graphics.setShader(shadowShader)
-	lovr.graphics.box(grassMaterial, 0, 0, 0, 10, 1, 10)
-	lovr.graphics.setShader()
+  -- grass
+  lovr.graphics.setColor(1, 1, 1)
+  lovr.graphics.setShader(shadowShader)
+  lovr.graphics.box(grassMaterial, 0, 0, 0, 10, 1, 10)
+  lovr.graphics.setShader()
 
-	-- boxes
-	lovr.graphics.setShader(shadowShader)
-	for _, box in pairs(boxes) do
-		lovr.graphics.setColor(box.r, box.g, box.b)
-		lovr.graphics.box('fill', box.x, box.y, box.z, box.width, box.height, box.depth)
-	end
-	lovr.graphics.setShader()
+  -- boxes
+  lovr.graphics.setShader(shadowShader)
+  for _, box in pairs(boxes) do
+    lovr.graphics.setColor(box.r, box.g, box.b)
+    lovr.graphics.box('fill', box.x, box.y, box.z, box.width, box.height, box.depth)
+  end
+  lovr.graphics.setShader()
 
-	-- hands
-	lovr.graphics.setColor(.9, .7, .1)
-	lovr.graphics.sphere(vec3(lovr.headset.getPosition('left')), .05)
-	lovr.graphics.sphere(vec3(lovr.headset.getPosition('right')), .05)
+  -- hands
+  lovr.graphics.setColor(.9, .7, .1)
+  lovr.graphics.sphere(vec3(lovr.headset.getPosition('left')), .05)
+  lovr.graphics.sphere(vec3(lovr.headset.getPosition('right')), .05)
 end