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Diff Revisions 336 vs 337 for /trunk/assets/shaders/GLSL/lighting.glsl

Diff revisions: vs.
  @@ -36,37 +36,37 @@
36 36
37 37 //subroutine(MappingRoutineType)
38 38 vec4 mappingFlat(){
39 - return getPixelColor(_texCoord, _normalWV);
39 + return getPixelColor(_texCoord, _normalWV);
40 40 }
41 41
42 42 #if defined(COMPUTE_TBN)
43 43 //subroutine(MappingRoutineType)
44 44 vec4 mappingNormal(){
45 - return getPixelColor(_texCoord, normalize(2.0 * texture(texNormalMap, _texCoord).rgb - 1.0));
45 + return getPixelColor(_texCoord, normalize(2.0 * texture(texNormalMap, _texCoord).rgb - 1.0));
46 46 }
47 47
48 48 //subroutine(MappingRoutineType)
49 49 vec4 mappingRelief(){
50 - return ReliefMapping(bumpMapLightId,_texCoord);
50 + return ReliefMapping(bumpMapLightId,_texCoord);
51 51 }
52 52
53 53 //subroutine(MappingRoutineType)
54 54 vec4 mappingParallax(){
55 - return ParallaxMapping(bumpMapLightId, _texCoord);
55 + return ParallaxMapping(bumpMapLightId, _texCoord);
56 56 }
57 57 #endif
58 58
59 59 void main (void){
60 - //_colorOut = ToSRGB(applyFog(MappingRoutine()));
60 + //_colorOut = ToSRGB(applyFog(MappingRoutine()));
61 61 #if defined(COMPUTE_TBN)
62 - # if defined(USE_PARALLAX_MAPPING)
62 + # if defined(USE_PARALLAX_MAPPING)
63 63 _colorOut = ToSRGB(applyFog(ParallaxMapping()));
64 - # elif defined(USE_RELIEF_MAPPING)
64 + # elif defined(USE_RELIEF_MAPPING)
65 65 _colorOut = ToSRGB(applyFog(ReliefMapping()));
66 - # else
66 + # else
67 67 _colorOut = ToSRGB(applyFog(mappingNormal()));
68 - # endif
68 + # endif
69 69 #else
70 - _colorOut = ToSRGB(applyFog(mappingFlat()));
70 + _colorOut = ToSRGB(applyFog(mappingFlat()));
71 71 #endif
72 72 }