diff options
author | Andy Nichols <andy.nichols@qt.io> | 2017-12-07 10:56:06 +0100 |
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committer | Tomi Korpipää <tomi.korpipaa@qt.io> | 2017-12-14 06:56:38 +0000 |
commit | f28c93051d3bb9a800a4a3a04209aea5f16ab1a9 (patch) | |
tree | 9ca98aa63d57dea1adb6313f9a745a39caf1278d /src/Runtime/res/effectlib/shadowMappingFragment.glsllib | |
parent | 611f47ded9a119edb3a8bed39387958f5fc3a655 (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/shadowMappingFragment.glsllib')
-rw-r--r-- | src/Runtime/res/effectlib/shadowMappingFragment.glsllib | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Runtime/res/effectlib/shadowMappingFragment.glsllib b/src/Runtime/res/effectlib/shadowMappingFragment.glsllib index 514d00e5..660d736a 100644 --- a/src/Runtime/res/effectlib/shadowMappingFragment.glsllib +++ b/src/Runtime/res/effectlib/shadowMappingFragment.glsllib @@ -1,10 +1,10 @@ #include "depthpass.glsllib" float FragmentParaboloidDepth( vec4 inWorldPos, mat4 inMVP, vec2 inCameraProperties ) { - if (inWorldPos.w < 0.0) - discard; - vec4 projVec = inMVP * vec4( inWorldPos.xyz, 1.0 ); - projVec /= projVec.w; - projVec.z = depthValueToLinearDistance( 1.0 - projVec.z, inCameraProperties ); - return (projVec.z - inCameraProperties.x) / (inCameraProperties.y - inCameraProperties.x); + if (inWorldPos.w < 0.0) + discard; + vec4 projVec = inMVP * vec4( inWorldPos.xyz, 1.0 ); + projVec /= projVec.w; + projVec.z = depthValueToLinearDistance( 1.0 - projVec.z, inCameraProperties ); + return (projVec.z - inCameraProperties.x) / (inCameraProperties.y - inCameraProperties.x); } |