Tabs -> spaces

master
Dean Herbert 7 years ago
parent b498af3fdb
commit 4d298803f9

@ -16,16 +16,16 @@ uniform float g_FadeClock;
void main(void) void main(void)
{ {
// Transform to position to masking space. // Transform to position to masking space.
vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0); vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
v_MaskingPosition = maskingPos.xy / maskingPos.z; v_MaskingPosition = maskingPos.xy / maskingPos.z;
// Transform to position to masking space. // Transform to position to masking space.
vec3 drawingPos = g_ToDrawingSpace * vec3(m_Position, 1.0); vec3 drawingPos = g_ToDrawingSpace * vec3(m_Position, 1.0);
v_DrawingPosition = drawingPos.xy / drawingPos.z; v_DrawingPosition = drawingPos.xy / drawingPos.z;
v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), 1.7)); v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), 1.7));
v_TexCoord = m_TexCoord; v_TexCoord = m_TexCoord;
gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
} }
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