Ran script to remove trailing spaces and tabs

This commit is contained in:
Robert Osfield
2012-03-21 17:36:20 +00:00
parent 1e35f8975d
commit 14a563dc9f
1495 changed files with 21873 additions and 21873 deletions

View File

@@ -108,11 +108,11 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
} else {
// filter the shadow (look up) 3x3
// filter the shadow (look up) 3x3
//
// 1 0 1
// 0 2 0
// 1 0 1
// 0 2 0
// 1 0 1
//
// / 6
@@ -122,11 +122,11 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
sstr << " float shadow2" << i <<" = shadow2D( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"].xyz+vec3( fTexelSize, fTexelSize,fZOffSet) ).r;" << std::endl;
sstr << " float shadow3" << i <<" = shadow2D( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"].xyz+vec3(-fTexelSize, fTexelSize,fZOffSet) ).r;" << std::endl;
sstr << " float shadow" << i <<" = ( 2.0*shadowOrg" << i
<<" + shadow0" << i
<<" + shadow1" << i
<<" + shadow2" << i
<<" + shadow3" << i
sstr << " float shadow" << i <<" = ( 2.0*shadowOrg" << i
<<" + shadow0" << i
<<" + shadow1" << i
<<" + shadow2" << i
<<" + shadow3" << i
<< ")/6.0;"<< std::endl;
//sstr << " shadow" << i <<" = shadow" << i <<" * step(0.025,shadow" << i <<");" << std::endl; // reduce shadow artefacts
@@ -371,7 +371,7 @@ void ParallelSplitShadowMap::init()
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
}
//////////////////////////////////////////////////////////////////////////
@@ -746,7 +746,7 @@ const osg::Vec3d const_pointNearBL( -1.0, -1.0, -1.0);
//////////////////////////////////////////////////////////////////////////
void ParallelSplitShadowMap::calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture, osg::Vec3d *frustumCorners)
void ParallelSplitShadowMap::calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture, osg::Vec3d *frustumCorners)
{
// get user cameras
double fovy,aspectRatio,camNear,camFar;
@@ -775,7 +775,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(PSSMShadowSplitTexture &pss
double maxFar = camFar;
// double minNear = camNear;
double camNearFar_Dist = maxFar - camNear;
if ( _SplitCalcMode == SPLIT_LINEAR )
if ( _SplitCalcMode == SPLIT_LINEAR )
{
camFar = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID+1))/((double)(_number_of_splits));
camNear = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID))/((double)(_number_of_splits));
@@ -790,7 +790,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(PSSMShadowSplitTexture &pss
fSplitSchemeBias[1]=Clamp(fSplitSchemeBias[1],0.0,3.0);
double* pSplitDistances =new double[_number_of_splits+1];
for(int i=0;i<(int)_number_of_splits;i++)
for(int i=0;i<(int)_number_of_splits;i++)
{
double fIDM=(double)(i)/(double)(_number_of_splits);
pSplitDistances[i]=camNearFar_Dist*(pow(fIDM,fSplitSchemeBias[1]+1))+camNear;
@@ -839,7 +839,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(PSSMShadowSplitTexture &pss
void ParallelSplitShadowMap::calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners)
{
pssmShadowSplitTexture._frustumSplitCenter = frustumCorners[0];
for(int i=1;i<8;i++)
for(int i=1;i<8;i++)
{
pssmShadowSplitTexture._frustumSplitCenter +=frustumCorners[i];
}