Fix coding style issues

This commit is contained in:
Alexander Bock
2021-02-19 13:48:23 +01:00
parent ea42de503a
commit 8ae817f233
4 changed files with 15 additions and 12 deletions

View File

@@ -85,8 +85,9 @@ Fragment getFragment() {
vec4 diffuse = mix(colorFwrd * colorMult, colorBckwrd * colorMult, lerpFactor);
diffuse.a = colorFilterValue * transparency.a;
float colorValue = length(diffuse.rgb) / 0.57735026919;
if (colorValue < 0.1)
if (colorValue < 0.1) {
discard;
}
// shadow == 1.0 means it is not in shadow
float shadow = 1.0;

View File

@@ -125,4 +125,4 @@ Fragment getFragment() {
frag.gNormal = vec4(normal, 1.0);
return frag;
}
}

View File

@@ -50,4 +50,4 @@ void main() {
shadowCoords = vec4(shadowMatrix * dvec4(in_position, 0.0, 1.0));
vs_screenSpaceDepth = positionClipSpaceZNorm.w;
gl_Position = positionClipSpaceZNorm;
}
}

View File

@@ -562,7 +562,8 @@ void RingsComponent::draw(const RenderData& data,
glEnablei(GL_BLEND, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
}
else {
_shader->setUniform(
_uniformCache.modelViewProjectionMatrix,
modelViewProjectionTransform
@@ -880,14 +881,14 @@ void RingsComponent::compileShadowShader() {
try {
global::renderEngine->removeRenderProgram(_shader.get());
/* _shader = global::renderEngine->buildRenderProgram(
"RingsProgram",
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_vs.glsl"),
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_fs.glsl"),
dict
);
// _shader = global::renderEngine->buildRenderProgram(
// "RingsProgram",
// absPath("${MODULE_GLOBEBROWSING}/shaders/rings_vs.glsl"),
// absPath("${MODULE_GLOBEBROWSING}/shaders/rings_fs.glsl"),
// dict
// );
ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);*/
// ghoul::opengl::updateUniformLocations(*_shader, _uniformCache, UniformNames);
// Uses multiple textures for the Rings
// See https://bjj.mmedia.is/data/s_rings/index.html for theory behind it
@@ -905,7 +906,8 @@ void RingsComponent::compileShadowShader() {
UniformNamesAdvancedRings
);
}
else { // Uses simple texture for the Rings
else {
// Uses simple texture for the Rings
_shader = global::renderEngine->buildRenderProgram(
"RingsProgram",
absPath("${MODULE_GLOBEBROWSING}/shaders/rings_vs.glsl"),