Fix indentation inconsistency

This commit is contained in:
2025-06-13 15:48:10 +10:00
parent 2bb4704d79
commit 983ccbf754
3 changed files with 16 additions and 16 deletions

View File

@@ -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

View File

@@ -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)]])
{

View File

@@ -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)]])
{