format glsl files

This commit is contained in:
casperlamboo 2018-01-11 11:39:41 +01:00
parent ad94402400
commit 4cb60940f8
2 changed files with 13 additions and 19 deletions

View File

@ -6,8 +6,7 @@ uniform mat3 colorMatrixLeft;
uniform mat3 colorMatrixRight;
float lin(float c) {
return c <= 0.04045 ? c * 0.0773993808 :
pow( c * 0.9478672986 + 0.0521327014, 2.4 );
return c <= 0.04045 ? c * 0.0773993808 : pow(c * 0.9478672986 + 0.0521327014, 2.4);
}
vec4 lin(vec4 c) {
@ -19,18 +18,12 @@ float dev( float c ) {
}
void main() {
vec2 uv = vUv;
vec4 colorL = lin(texture2D(mapLeft, uv));
vec4 colorR = lin(texture2D(mapRight, uv));
vec3 color = clamp(
colorMatrixLeft * colorL.rgb +
colorMatrixRight * colorR.rgb, 0., 1. );
gl_FragColor = vec4(
dev( color.r ), dev( color.g ), dev( color.b ),
max( colorL.a, colorR.a ) );
vec3 color = clamp(colorMatrixLeft * colorL.rgb + colorMatrixRight * colorR.rgb, 0., 1.);
gl_FragColor = vec4(dev(color.r), dev(color.g), dev(color.b), max(colorL.a, colorR.a));
}

View File

@ -1,4 +1,5 @@
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);