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authorest31 <MTest31@outlook.com>2016-03-25 15:57:18 +0100
committerest31 <MTest31@outlook.com>2016-03-25 15:57:18 +0100
commit205e38f5b8bd480bbe880db5d30300faea13a465 (patch)
treea7bf43c6b7be24c754598ebda0981bf83d830e44 /client/shaders/wielded_shader
parentc3f6cdcd54fa4b0e1b4a21e9075695f98a97a454 (diff)
downloadminetest-205e38f5b8bd480bbe880db5d30300faea13a465.tar.gz
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Replace CRLF with LF in shader files
Diffstat (limited to 'client/shaders/wielded_shader')
-rw-r--r--client/shaders/wielded_shader/opengl_vertex.glsl68
1 files changed, 34 insertions, 34 deletions
diff --git a/client/shaders/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl
index a2ab9fa5f..c33b0a7d3 100644
--- a/client/shaders/wielded_shader/opengl_vertex.glsl
+++ b/client/shaders/wielded_shader/opengl_vertex.glsl
@@ -1,35 +1,35 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform vec3 eyePosition;
-uniform float animationTimer;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-const float e = 2.718281828459;
-const float BS = 10.0;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
-
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
+uniform float dayNightRatio;
+uniform vec3 eyePosition;
+uniform float animationTimer;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+varying vec3 tsEyeVec;
+varying vec3 tsLightVec;
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
+
+ lightVec = sunPosition - worldPosition;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
-
- gl_FrontColor = gl_BackColor = gl_Color;
-}
+
+ gl_FrontColor = gl_BackColor = gl_Color;
+}