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authorraysan5 <[email protected]>2021-01-25 17:53:04 +0100
committerraysan5 <[email protected]>2021-01-25 17:53:04 +0100
commit65b299c6cfdfd85a79833641c96b41babd50c872 (patch)
tree43cdf1814f61550f6f0a9a5679f582436e45b487 /examples/models
parentf3ce3a6f741fdf02eb602e2d7df7b14951f4aa65 (diff)
downloadraylib-65b299c6cfdfd85a79833641c96b41babd50c872.tar.gz
raylib-65b299c6cfdfd85a79833641c96b41babd50c872.zip
Replace tabs by 4 spaces
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/resources/shaders/glsl330/brdf.fs26
-rw-r--r--examples/models/resources/shaders/glsl330/prefilter.fs26
-rw-r--r--examples/models/resources/shaders/glsl330/skybox.fs2
3 files changed, 27 insertions, 27 deletions
diff --git a/examples/models/resources/shaders/glsl330/brdf.fs b/examples/models/resources/shaders/glsl330/brdf.fs
index d04bc661..f2774f81 100644
--- a/examples/models/resources/shaders/glsl330/brdf.fs
+++ b/examples/models/resources/shaders/glsl330/brdf.fs
@@ -41,27 +41,27 @@ float RadicalInverseVdC(uint bits)
// Compute Hammersley coordinates
vec2 Hammersley(uint i, uint N)
{
- return vec2(float(i)/float(N), RadicalInverseVdC(i));
+ return vec2(float(i)/float(N), RadicalInverseVdC(i));
}
// Integrate number of importance samples for (roughness and NoV)
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
- float a = roughness*roughness;
- float phi = 2.0 * PI * Xi.x;
- float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+ float a = roughness*roughness;
+ float phi = 2.0 * PI * Xi.x;
+ float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
- // Transform from spherical coordinates to cartesian coordinates (halfway vector)
- vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+ // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+ vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
- // Transform from tangent space H vector to world space sample vector
- vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
- vec3 tangent = normalize(cross(up, N));
- vec3 bitangent = cross(N, tangent);
- vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+ // Transform from tangent space H vector to world space sample vector
+ vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+ vec3 tangent = normalize(cross(up, N));
+ vec3 bitangent = cross(N, tangent);
+ vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
- return normalize(sampleVec);
+ return normalize(sampleVec);
}
float GeometrySchlickGGX(float NdotV, float roughness)
diff --git a/examples/models/resources/shaders/glsl330/prefilter.fs b/examples/models/resources/shaders/glsl330/prefilter.fs
index 941ea86c..82f0f771 100644
--- a/examples/models/resources/shaders/glsl330/prefilter.fs
+++ b/examples/models/resources/shaders/glsl330/prefilter.fs
@@ -54,26 +54,26 @@ float RadicalInverse_VdC(uint bits)
vec2 Hammersley(uint i, uint N)
{
- return vec2(float(i)/float(N), RadicalInverse_VdC(i));
+ return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
- float a = roughness*roughness;
- float phi = 2.0*PI*Xi.x;
- float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+ float a = roughness*roughness;
+ float phi = 2.0*PI*Xi.x;
+ float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
- // Transform from spherical coordinates to cartesian coordinates (halfway vector)
- vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+ // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+ vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
- // Transform from tangent space H vector to world space sample vector
- vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
- vec3 tangent = normalize(cross(up, N));
- vec3 bitangent = cross(N, tangent);
- vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+ // Transform from tangent space H vector to world space sample vector
+ vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+ vec3 tangent = normalize(cross(up, N));
+ vec3 bitangent = cross(N, tangent);
+ vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
- return normalize(sampleVec);
+ return normalize(sampleVec);
}
void main()
diff --git a/examples/models/resources/shaders/glsl330/skybox.fs b/examples/models/resources/shaders/glsl330/skybox.fs
index c7a17883..dd8078e0 100644
--- a/examples/models/resources/shaders/glsl330/skybox.fs
+++ b/examples/models/resources/shaders/glsl330/skybox.fs
@@ -4,7 +4,7 @@
*
* Copyright (c) 2017 Victor Fisac
*
-* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
+* 19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
*
**********************************************************************************************/