Fix small bug and spacing

This commit is contained in:
victorfisac 2016-05-21 18:22:15 +02:00
parent c320a21f2b
commit dcd6942ed1
3 changed files with 35 additions and 35 deletions

View file

@ -43,7 +43,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v)
// Specular shading
float spec = 0.0;
if(diff > 0.0)
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness);
@ -61,7 +61,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
// Specular shading
float spec = 0.0;
if(diff > 0.0)
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
@ -84,7 +84,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
attenuation = dot(lightToSurface, -lightDir);
float lightToSurfaceAngle = degrees(acos(attenuation));
if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
// Combine diffuse and attenuation
@ -92,7 +92,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
// Specular shading
float spec = 0.0;
if(diffAttenuation > 0.0)
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
@ -115,13 +115,13 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
for(int i = 0; i < lightsCount; i++)
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
if(lights[i].enabled == 1)
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
switch(lights[i].type)
switch (lights[i].type)
{
case 0: lighting += CalcPointLight(lights[i], n, v); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;