Cleanup line endings (#245)

The exact commands to make this commit were:

git reset --hard origin/master
find -type f |  # list all regular files
  grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' |  # filter for text files
  xargs -n 1 -P $(nproc) sed -i 's:\s*$::'  # for each file, trim trailing whitespace including the CR
git commit -a
This commit is contained in:
Vitaliy
2023-10-03 21:37:00 +03:00
committed by GitHub
parent ea1b58387e
commit 9954667c45
303 changed files with 99367 additions and 99367 deletions

View File

@ -1,45 +1,45 @@
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform mat4 uNMatrix;
uniform mat4 uTMatrix0;
uniform vec4 uGlobalAmbient;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialEmissive;
uniform vec4 uMaterialSpecular;
uniform float uMaterialShininess;
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
gl_PointSize = uThickness;
vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vVertexColor = inVertexColor.bgra;
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
vFogCoord = length(Position);
}
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform mat4 uNMatrix;
uniform mat4 uTMatrix0;
uniform vec4 uGlobalAmbient;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialEmissive;
uniform vec4 uMaterialSpecular;
uniform float uMaterialShininess;
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
gl_PointSize = uThickness;
vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vVertexColor = inVertexColor.bgra;
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
vFogCoord = length(Position);
}

View File

@ -50,7 +50,7 @@ void main()
if (bool(uTextureUsage0))
{
Color *= texture2D(uTextureUnit0, vTextureCoord0);
// TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases.
if (Color.a < uAlphaRef)
discard;

View File

@ -52,7 +52,7 @@ void main()
if (Color.a < uAlphaRef)
discard;
Color += vSpecularColor;
if (bool(uFogEnable))