Fix whitespace: Convert tabs to spaces and remove trailing whitespace.
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parent
075d7b3b50
commit
e80bf0ba92
54 changed files with 262 additions and 262 deletions
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@ -5,5 +5,5 @@ void main()
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{
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vec4 pixel = gl_Color;
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pixel.a = blink_alpha;
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gl_FragColor = pixel;
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gl_FragColor = pixel;
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}
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@ -3,10 +3,10 @@ uniform float blur_radius;
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void main()
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{
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vec2 offx = vec2(blur_radius, 0.0);
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vec2 offy = vec2(0.0, blur_radius);
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vec2 offx = vec2(blur_radius, 0.0);
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vec2 offy = vec2(0.0, blur_radius);
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
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@ -16,5 +16,5 @@ void main()
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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gl_FragColor = gl_Color * (pixel / 16.0);
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gl_FragColor = gl_Color * (pixel / 16.0);
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}
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@ -4,17 +4,17 @@ uniform float edge_threshold;
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void main()
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{
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const float offset = 1.0 / 512.0;
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
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vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
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@ -28,5 +28,5 @@ void main()
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pixel.rgb = vec3(0.0, 0.0, 0.0);
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else
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pixel.a = edge_threshold;
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gl_FragColor = pixel;
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gl_FragColor = pixel;
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}
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@ -4,6 +4,6 @@ uniform float pixel_threshold;
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void main()
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{
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float factor = 1.0 / (pixel_threshold + 0.001);
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vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
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gl_FragColor = texture2D(texture, pos) * gl_Color;
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vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
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gl_FragColor = texture2D(texture, pos) * gl_Color;
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}
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@ -13,7 +13,7 @@ void main()
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vertex.xy = storm_position + normalize(offset) * push_distance;
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}
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gl_Position = gl_ProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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gl_Position = gl_ProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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}
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@ -9,7 +9,7 @@ void main()
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vertex.y += sin(gl_Vertex.x * 0.02 + wave_phase * 2.4) * wave_amplitude.y
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+ cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * wave_amplitude.y * 0.3;
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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}
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