mirror of
https://github.com/ScrelliCopter/NeHe-SDL_GPU.git
synced 2025-06-19 21:49:17 +10:00
Fix indentation inconsistency
This commit is contained in:
@@ -132,9 +132,9 @@ impl Mtx
|
||||
self.0[11] = r[6] * tmp[3] + r[7] * tmp[7] + r[8] * tmp[11];
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
#[must_use]
|
||||
pub const fn as_ptr(&self) -> *const f32 { self.0.as_ptr() }
|
||||
#[inline(always)]
|
||||
#[must_use]
|
||||
pub const fn as_ptr(&self) -> *const f32 { self.0.as_ptr() }
|
||||
}
|
||||
|
||||
impl Default for Mtx
|
||||
|
||||
@@ -21,9 +21,9 @@ struct VertexUniform
|
||||
|
||||
struct Light
|
||||
{
|
||||
float4 ambient;
|
||||
float4 diffuse;
|
||||
float4 position;
|
||||
float4 ambient;
|
||||
float4 diffuse;
|
||||
float4 position;
|
||||
};
|
||||
|
||||
struct Vertex2Fragment
|
||||
@@ -38,16 +38,16 @@ vertex Vertex2Fragment VertexMain(
|
||||
constant VertexUniform& u [[buffer(0)]],
|
||||
constant Light& light [[buffer(1)]])
|
||||
{
|
||||
const auto position = u.modelView * float4(in.position, 1.0);
|
||||
const auto normal = metal::normalize(u.modelView * float4(in.normal, 0.0)).xyz;
|
||||
const auto position = u.modelView * float4(in.position, 1.0);
|
||||
const auto normal = metal::normalize(u.modelView * float4(in.normal, 0.0)).xyz;
|
||||
|
||||
const auto lightVec = light.position.xyz - position.xyz;
|
||||
const auto lightDist2 = metal::length_squared(lightVec);
|
||||
const auto dir = metal::rsqrt(lightDist2) * lightVec;
|
||||
const auto lambert = metal::max(0.0, metal::dot(normal, dir));
|
||||
const auto lightVec = light.position.xyz - position.xyz;
|
||||
const auto lightDist2 = metal::length_squared(lightVec);
|
||||
const auto dir = metal::rsqrt(lightDist2) * lightVec;
|
||||
const auto lambert = metal::max(0.0, metal::dot(normal, dir));
|
||||
|
||||
const auto ambient = 0.04 + 0.2 * half3(light.ambient.rgb);
|
||||
const auto diffuse = 0.8 * half3(light.diffuse.rgb);
|
||||
const auto ambient = 0.04 + 0.2 * half3(light.ambient.rgb);
|
||||
const auto diffuse = 0.8 * half3(light.diffuse.rgb);
|
||||
|
||||
Vertex2Fragment out;
|
||||
out.position = u.projection * position;
|
||||
@@ -57,7 +57,7 @@ vertex Vertex2Fragment VertexMain(
|
||||
}
|
||||
|
||||
fragment half4 FragmentMain(
|
||||
Vertex2Fragment in [[stage_in]],
|
||||
Vertex2Fragment in [[stage_in]],
|
||||
metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
|
||||
metal::sampler sampler [[sampler(0)]])
|
||||
{
|
||||
|
||||
@@ -44,7 +44,7 @@ vertex Vertex2Fragment VertexMain(
|
||||
}
|
||||
|
||||
fragment half4 FragmentMain(
|
||||
Vertex2Fragment in [[stage_in]],
|
||||
Vertex2Fragment in [[stage_in]],
|
||||
metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
|
||||
metal::sampler sampler [[sampler(0)]])
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user