CAM: apply precommit

This commit is contained in:
Adrian Insaurralde Avalos
2024-09-03 14:54:36 -04:00
parent 261ef09348
commit a17a3cf6d7
337 changed files with 26842 additions and 25585 deletions

View File

@@ -137,7 +137,7 @@ void Shader::UpdateSsaoTexSlot(int ssaoSlot)
}
}
void Shader::UpdateKernelVals(int nVals, float *vals)
void Shader::UpdateKernelVals(int nVals, float* vals)
{
glUniform3fv(mSamplesPos, nVals, vals);
}
@@ -372,7 +372,7 @@ const char* FragShaderFlat = R"(
)";
const char* VertShader2DFbo = R"(
const char* VertShader2DFbo = R"(
#version 330 core
layout(location = 0) in vec2 aPosition;
@@ -387,7 +387,7 @@ const char* FragShaderFlat = R"(
}
)";
const char* FragShader2dFbo = R"(
const char* FragShader2dFbo = R"(
#version 330
out vec4 FragColor;
@@ -419,7 +419,7 @@ const char* VertShaderGeom = R"(
void main()
{
vec4 viewPos = view * model * vec4(aPos, 1.0);
FragPos = viewPos.xyz;
FragPos = viewPos.xyz;
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
Normal = normalMatrix * (invertedNormals ? -aNormal : aNormal);
@@ -440,7 +440,7 @@ const char* FragShaderGeom = R"(
uniform vec3 objectColor;
void main()
{
{
// store the fragment position vector in the first gbuffer texture
texPosition = FragPos;
// also store the per-fragment normals into the gbuffer
@@ -468,7 +468,7 @@ const char* FragShaderSSAO = R"(
float bias = 0.025;
// tile noise texture over screen based on screen dimensions divided by noise size
const vec2 noiseScale = vec2(800.0/4.0, 600.0/4.0);
const vec2 noiseScale = vec2(800.0/4.0, 600.0/4.0);
uniform mat4 projection;
@@ -488,7 +488,7 @@ const char* FragShaderSSAO = R"(
{
// get sample position
vec3 samplePos = TBN * ssaoSamples[i]; // from tangent to view-space
samplePos = fragPos + samplePos * radius;
samplePos = fragPos + samplePos * radius;
// project sample position (to sample texture) (to get position on screen/texture)
vec4 offset = vec4(samplePos, 1.0);
@@ -527,7 +527,7 @@ const char* FragShaderSSAOLighting = R"(
uniform float lightLinear;
void main()
{
{
// retrieve data from gbuffer
vec4 DiffuseA = texture(texAlbedo, texCoord);
vec3 Diffuse = DiffuseA.rgb;
@@ -542,7 +542,7 @@ const char* FragShaderSSAOLighting = R"(
vec3 lightDir = normalize(lightPos - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lightColor;
// specular
vec3 halfwayDir = normalize(lightDir + viewDir);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
vec3 specular = lightColor * spec;
// attenuation
@@ -570,7 +570,7 @@ const char* FragShaderStdLighting = R"(
uniform vec3 lightAmbient;
void main()
{
{
// retrieve data from gbuffer
vec4 DiffuseA = texture(texAlbedo, texCoord);
vec3 Diffuse = DiffuseA.rgb;
@@ -578,13 +578,13 @@ const char* FragShaderStdLighting = R"(
vec3 Normal = texture(texNormal, texCoord).rgb;
// then calculate lighting as usual
vec3 lighting = lightAmbient * Diffuse;
vec3 lighting = lightAmbient * Diffuse;
vec3 viewDir = normalize(-FragPos); // viewpos is (0.0.0)
// diffuse
vec3 lightDir = normalize(lightPos - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lightColor;
// specular
vec3 halfwayDir = normalize(lightDir + viewDir);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
vec3 specular = lightColor * spec;
// attenuation
@@ -604,13 +604,13 @@ const char* FragShaderSSAOBlur = R"(
uniform sampler2D texSsao;
void main()
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(texSsao, 0));
float result = 0.0;
for (int x = -2; x <= 1; ++x)
for (int x = -2; x <= 1; ++x)
{
for (int y = -2; y <= 1; ++y)
for (int y = -2; y <= 1; ++y)
{
vec2 offset = vec2(float(x), float(y)) * texelSize;
result += texture(texSsao, texCoord + offset).r;