Remove trailing white-space from various files
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abcdefg30
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@@ -179,7 +179,7 @@ void main()
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// Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates
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// https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/
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// https://csantosbh.wordpress.com/2014/02/05/automatically-detecting-the-texture-filter-threshold-for-pixelated-magnifications/
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// ik is defined as 1/k from the articles, set to 1/0.7 because it looks good
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// ik is defined as 1/k from the articles, set to 1/0.7 because it looks good
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float ik = 1.43;
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vec2 interp = clamp(offset * ik * AntialiasPixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * AntialiasPixelsPerTexel + .5, 0.0, .5);
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coords = (floor(coords.st * textureSize) + interp) / textureSize;
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@@ -61,7 +61,7 @@ vec4 UnpackChannelAttributes(float x)
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if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; }
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if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; }
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if (x >= 8.0) { x -= 8.0; secondaryChannel += 1.0; }
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float primaryChannel = 0.0;
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if (x >= 4.0) { x -= 4.0; primaryChannel += 4.0; }
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if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; }
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@@ -115,7 +115,7 @@ void main()
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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vTexMetadata = aVertexTexMetadata;
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vec4 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
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vChannelMask = SelectChannelMask(attrib.s);
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vColorFraction = SelectColorFraction(attrib.s);
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@@ -123,4 +123,4 @@ void main()
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vPalettedFraction = SelectPalettedFraction(attrib.s);
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vDepthMask = SelectChannelMask(attrib.t);
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vTexSampler = attrib.pq;
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}
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}
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