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authorAndy Nichols <andy.nichols@qt.io>2017-12-07 10:56:06 +0100
committerTomi Korpipää <tomi.korpipaa@qt.io>2017-12-14 06:56:38 +0000
commitf28c93051d3bb9a800a4a3a04209aea5f16ab1a9 (patch)
tree9ca98aa63d57dea1adb6313f9a745a39caf1278d /src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib
parent611f47ded9a119edb3a8bed39387958f5fc3a655 (diff)
Convert Tabs -> Spaces and Removed trailing whitespace from effectlib
This was done to make syncing the effectlib shaders in 3D Studio with the effectlib shaders in the 2.0 runtime where they had already been sanitized. This makes the diffing process easier, and will also bring things into line with the Qt coding standard. Change-Id: I0c45dcb7110cc31a24cce24d72b53e1d451b701b Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Diffstat (limited to 'src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib')
-rw-r--r--src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib b/src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib
index 8683a4bd..1d8a1c39 100644
--- a/src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib
+++ b/src/Runtime/res/effectlib/SSAOCustomMaterial.glsllib
@@ -36,13 +36,13 @@
#if QT3DS_ENABLE_SSDO
#include "screenSpaceDO.glsllib"
-layout (std140) uniform cbAoShadow {
- vec4 ao_properties;
- vec4 ao_properties2;
- vec4 shadow_properties;
- vec4 aoScreenConst;
- vec4 UvToEyeConst;
- };
+layout (std140) uniform cbAoShadow {
+ vec4 ao_properties;
+ vec4 ao_properties2;
+ vec4 shadow_properties;
+ vec4 aoScreenConst;
+ vec4 UvToEyeConst;
+ };
uniform sampler2D depth_sampler;
#endif
@@ -55,12 +55,12 @@ uniform sampler2D ao_sampler;
float customMaterialAO()
{
#if QT3DS_ENABLE_SSDO
- vec2 smpUV = (gl_FragCoord.xy) * aoScreenConst.zw;
+ vec2 smpUV = (gl_FragCoord.xy) * aoScreenConst.zw;
#else
- ivec2 iSize = textureSize(ao_sampler, 0);
- vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize);
+ ivec2 iSize = textureSize(ao_sampler, 0);
+ vec2 smpUV = (gl_FragCoord.xy) / vec2(iSize);
#endif
- return texture(ao_sampler, smpUV).x;
+ return texture(ao_sampler, smpUV).x;
}
#else
@@ -76,7 +76,7 @@ float customMaterialAO()
float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
{
- return shadowOcclusion( depth_sampler, lightDir, varWorldPos, view_matrix, view_projection_matrix, shadow_properties, camera_properties, aoScreenConst, UvToEyeConst );
+ return shadowOcclusion( depth_sampler, lightDir, varWorldPos, view_matrix, view_projection_matrix, shadow_properties, camera_properties, aoScreenConst, UvToEyeConst );
}
#else