Cleanup: glsl indentation
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@@ -66,7 +66,7 @@ float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); }
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float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
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{
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return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
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return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
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}
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vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
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@@ -103,15 +103,15 @@ void main()
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sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
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? normalize(cameraPos - worldPosition)
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: normalize(eye);
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sd.W = worldPosition;
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sd.R = reflect(-sd.V, sd.N);
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sd.W = worldPosition;
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sd.R = reflect(-sd.V, sd.N);
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/* hardcoded test vars */
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vec3 albedo = vec3(0.0);
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vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0));
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float roughness = 0.1;
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sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
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sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
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vec3 radiance = vec3(0.0);
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for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
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