Removed spaces in brackets

This commit is contained in:
summetdev
2020-10-27 21:54:48 +03:00
parent a78faa57f3
commit 9a7e0fb45e
17 changed files with 32 additions and 32 deletions
+8 -8
View File
@@ -27,12 +27,12 @@ uniform vec3 u_rcampos;
uniform mat4 u_invproj;
uniform vec3 u_light;
vec2 rayIntersection(vec3 p, vec3 dir, float radius) {
vec2 rayIntersection(vec3 p, vec3 dir, float radius){
float b = dot(p, dir);
float c = dot(p, p) - radius * radius;
float d = b * b - c;
if (d < 0.0) {
if(d < 0.0){
return vec2(MAX, -MAX);
}
d = sqrt(d);
@@ -43,7 +43,7 @@ vec2 rayIntersection(vec3 p, vec3 dir, float radius) {
return vec2(near, far);
}
float miePhase(float g, float c, float cc) {
float miePhase(float g, float c, float cc){
float gg = g * g;
float a = (1.0 - gg) * (1.0 + cc);
@@ -55,20 +55,20 @@ float miePhase(float g, float c, float cc) {
return 1.5 * a / b;
}
float rayleighPhase(float cc) {
float rayleighPhase(float cc){
return 0.75 * (1.0 + cc);
}
float density(vec3 p) {
float density(vec3 p){
return exp(-(length(p) - u_innerRadius) * (4.0 / (u_outerRadius - u_innerRadius)));
}
float optic(vec3 p, vec3 q) {
float optic(vec3 p, vec3 q){
vec3 step = (q - p) / fNumOutScatter;
vec3 v = p + step * 0.5;
float sum = 0.0;
for (int i = 0; i < numOutScatter; i++) {
for(int i = 0; i < numOutScatter; i++){
sum += density(v);
v += step;
}
@@ -76,7 +76,7 @@ float optic(vec3 p, vec3 q) {
return sum;
}
vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l) {
vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l){
float len = (e.y - e.x) / fNumInScatter;
vec3 step = dir * len;
vec3 p = o + dir * e.x;
+1 -1
View File
@@ -24,7 +24,7 @@ bool cont(vec2 T, vec2 v){
id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base));
}
void main() {
void main(){
vec2 t = v_texCoords.xy;
+1 -1
View File
@@ -7,7 +7,7 @@ uniform mat4 u_trans;
varying vec4 v_col;
varying vec4 v_position;
void main() {
void main(){
gl_Position = u_proj * u_trans * a_position;
v_col = a_color;
v_position = a_position;
+1 -1
View File
@@ -30,7 +30,7 @@ bool cont(vec2 T, vec2 v){
id(T + vec2(step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
}
void main() {
void main(){
vec2 coords = (v_texCoords.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoords.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);