Remove trailing spaces on shaders

This commit is contained in:
Ray 2026-03-29 01:10:29 +01:00
commit fb0f83bc91

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@ -84,11 +84,11 @@ vec3 ComputePBR()
{
vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
float metallic = clamp(metallicValue, 0.0, 1.0);
float roughness = clamp(roughnessValue, 0.0, 1.0);
float ao = clamp(aoValue, 0.0, 1.0);
if (useTexMRA == 1)
{
vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
@ -133,18 +133,18 @@ vec3 ComputePBR()
vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
// Difuse and spec light can't be above 1.0
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
vec3 kD = vec3(1.0) - F;
// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
kD *= 1.0 - metallic;
lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result
}
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
return (ambientFinal + lightAccum*ao + emissive);
}
@ -154,7 +154,7 @@ void main()
// HDR tonemapping
color = pow(color, color + vec3(1.0));
// Gamma correction
color = pow(color, vec3(1.0/2.2));