Fix file indentation

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Lukas Rieger (Blue) 2024-11-20 20:02:10 +01:00
parent f9346f40e6
commit 4d538090e5
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@ -47,25 +47,25 @@ varying float vSunlight;
varying float vBlocklight; varying float vBlocklight;
void main() { void main() {
vPosition = position; vPosition = position;
vec4 worldPos = modelMatrix * vec4(vPosition, 1); vec4 worldPos = modelMatrix * vec4(vPosition, 1);
vWorldPosition = worldPos.xyz; vWorldPosition = worldPos.xyz;
vNormal = normal; vNormal = normal;
vUv = uv; vUv = uv;
vColor = color; vColor = color;
vAo = ao; vAo = ao;
vSunlight = sunlight; vSunlight = sunlight;
vBlocklight = blocklight; vBlocklight = blocklight;
// apply directional lighting // apply directional lighting
if (vNormal.x * vNormal.z == 0.0) { if (vNormal.x * vNormal.z == 0.0) {
float distFac = smoothstep(1000.0, 50.0, distance); float distFac = smoothstep(1000.0, 50.0, distance);
vAo *= 1.0 - abs(dot(vNormal.xz, lightDirection)) * 0.4 * distFac; vAo *= 1.0 - abs(dot(vNormal.xz, lightDirection)) * 0.4 * distFac;
vAo *= 1.0 - max(0.0, -vNormal.y) * 0.6 * distFac; vAo *= 1.0 - max(0.0, -vNormal.y) * 0.6 * distFac;
} }
gl_Position = projectionMatrix * (viewMatrix * modelMatrix * vec4(position, 1)); gl_Position = projectionMatrix * (viewMatrix * modelMatrix * vec4(position, 1));
${ShaderChunk.logdepthbuf_vertex} ${ShaderChunk.logdepthbuf_vertex}
} }
`; `;