diff --git a/src/shaders/ACESFilmicToneMappingShader.ts b/src/shaders/ACESFilmicToneMappingShader.ts index db221340..f4ac8620 100644 --- a/src/shaders/ACESFilmicToneMappingShader.ts +++ b/src/shaders/ACESFilmicToneMappingShader.ts @@ -23,68 +23,68 @@ export const ACESFilmicToneMappingShader: IACESFilmicToneMappingShader = { }, vertexShader: /* glsl */ ` - varying vec2 vUv;, + varying vec2 vUv; - void main() {, + void main() { - vUv = uv;, - gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );, + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); - }, + } `, fragmentShader: /* glsl */ ` - #define saturate(a) clamp( a, 0.0, 1.0 ), + #define saturate(a) clamp( a, 0.0, 1.0 ) - uniform sampler2D tDiffuse;, + uniform sampler2D tDiffuse; - uniform float exposure;, + uniform float exposure; - varying vec2 vUv;, + varying vec2 vUv; - vec3 RRTAndODTFit( vec3 v ) {, + vec3 RRTAndODTFit( vec3 v ) { - vec3 a = v * ( v + 0.0245786 ) - 0.000090537;, - vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;, - return a / b;, + vec3 a = v * ( v + 0.0245786 ) - 0.000090537; + vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081; + return a / b; - }, + } - vec3 ACESFilmicToneMapping( vec3 color ) {, + vec3 ACESFilmicToneMapping( vec3 color ) { // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT - const mat3 ACESInputMat = mat3(, - vec3( 0.59719, 0.07600, 0.02840 ),, // transposed from source - vec3( 0.35458, 0.90834, 0.13383 ),, - vec3( 0.04823, 0.01566, 0.83777 ), - );, + const mat3 ACESInputMat = mat3( + vec3( 0.59719, 0.07600, 0.02840 ), // transposed from source + vec3( 0.35458, 0.90834, 0.13383 ), + vec3( 0.04823, 0.01566, 0.83777 ) + ); // ODT_SAT => XYZ => D60_2_D65 => sRGB - const mat3 ACESOutputMat = mat3(, - vec3( 1.60475, -0.10208, -0.00327 ),, // transposed from source - vec3( -0.53108, 1.10813, -0.07276 ),, - vec3( -0.07367, -0.00605, 1.07602 ), - );, + const mat3 ACESOutputMat = mat3( + vec3( 1.60475, -0.10208, -0.00327 ), // transposed from source + vec3( -0.53108, 1.10813, -0.07276 ), + vec3( -0.07367, -0.00605, 1.07602 ) + ); - color = ACESInputMat * color;, + color = ACESInputMat * color; // Apply RRT and ODT - color = RRTAndODTFit( color );, + color = RRTAndODTFit( color ); - color = ACESOutputMat * color;, + color = ACESOutputMat * color; // Clamp to [0, 1] - return saturate( color );, + return saturate( color ); - }, + } - void main() {, + void main() { - vec4 tex = texture2D( tDiffuse, vUv );, + vec4 tex = texture2D( tDiffuse, vUv ); - tex.rgb *= exposure / 0.6;, // pre-exposed, outside of the tone mapping function + tex.rgb *= exposure / 0.6; // pre-exposed, outside of the tone mapping function - gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a );, + gl_FragColor = vec4( ACESFilmicToneMapping( tex.rgb ), tex.a ); - }, + } `, } diff --git a/src/shaders/FXAAShader.ts b/src/shaders/FXAAShader.ts index dbb313db..5e03657e 100644 --- a/src/shaders/FXAAShader.ts +++ b/src/shaders/FXAAShader.ts @@ -55,7 +55,7 @@ export const FXAAShader = { // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // - "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AS IS AND ANY", + // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AS IS AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR @@ -129,7 +129,7 @@ export const FXAAShader = { /*--------------------------------------------------------------------------*/ #ifndef FXAA_EARLY_EXIT // - " // Controls algorithms early exit path.", + // Controls algorithms early exit path. // On PS3 turning this ON adds 2 cycles to the shader. // On 360 turning this OFF adds 10ths of a millisecond to the shader. // Turning this off on console will result in a more blurry image. @@ -146,9 +146,9 @@ export const FXAAShader = { // Only valid for PC OpenGL currently. // Probably will not work when FXAA_GREEN_AS_LUMA = 1. // - " // 1 = Use discard on pixels which dont need AA.", + // 1 = Use discard on pixels which dont need AA. // For APIs which enable concurrent TEX+ROP from same surface. - " // 0 = Return unchanged color on pixels which dont need AA.", + // 0 = Return unchanged color on pixels which dont need AA. // #define FXAA_DISCARD 0 #endif diff --git a/src/shaders/GodRaysShader.ts b/src/shaders/GodRaysShader.ts index c3c0f1fa..a91b7f81 100644 --- a/src/shaders/GodRaysShader.ts +++ b/src/shaders/GodRaysShader.ts @@ -123,7 +123,7 @@ export const GodRaysGenerateShader = { // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450), // so ive just left the loop - "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {", + for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) { // Accumulate samples, making sure we dont walk past the light source. @@ -133,10 +133,10 @@ export const GodRaysGenerateShader = { // sun is to the left, right or bottom of screen as these cases are // not specifically handled. - " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );", - " uv += stepv;", + col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 ); + uv += stepv; - "}", + } */ // Unrolling loop manually makes it work in ANGLE diff --git a/src/shaders/ParallaxShader.ts b/src/shaders/ParallaxShader.ts index ddb998d4..fd5bbce3 100644 --- a/src/shaders/ParallaxShader.ts +++ b/src/shaders/ParallaxShader.ts @@ -56,7 +56,7 @@ export const ParallaxShader = { float initialHeight = texture2D( bumpMap, vUv ).r; // No Offset Limitting: messy, floating output at grazing angles. - //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;", + //vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight; // Offset Limiting vec2 texCoordOffset = parallaxScale * V.xy * initialHeight; diff --git a/src/shaders/VignetteShader.ts b/src/shaders/VignetteShader.ts index e3e9b30f..900833b3 100644 --- a/src/shaders/VignetteShader.ts +++ b/src/shaders/VignetteShader.ts @@ -42,10 +42,10 @@ export const VignetteShader = { // alternative version from glfx.js // this one makes more "dusty" look (as opposed to "burned") - " vec4 color = texture2D( tDiffuse, vUv );", - " float dist = distance( vUv, vec2( 0.5 ) );", - " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );", - " gl_FragColor = color;", + vec4 color = texture2D( tDiffuse, vUv ); + float dist = distance( vUv, vec2( 0.5 ) ); + color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) ); + gl_FragColor = color; */ }