Format files to remove trailing spaces (#3384)

This commit is contained in:
Aaron Franke
2024-12-09 22:01:16 -08:00
committed by GitHub
parent 042ebe8814
commit 40961806bd
101 changed files with 3729 additions and 3763 deletions

View File

@@ -74,7 +74,7 @@ void main()
vec4 sampleColor = texture2D(s_color, sampleTexCoord);
vec3 sampleNormal = NormalDecode(texture2D(s_normal, sampleTexCoord).xyz);
float normalWeight = pow(saturate(dot(normal, sampleNormal)), u_sigmaNormal);
float sampleDepth = texture2D(s_depth, sampleTexCoord).x;
float depthDelta = depth - sampleDepth;
float depthWeight = exp(-abs(depthDelta) / max(1e-5, u_sigmaDepth*u_sigmaDepth));

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@@ -39,7 +39,7 @@ vec3 FindNearestDepth(sampler2D _depthSampler, vec2 _texCoord) {
vec3 tcd7 = vec3(coord, texture2D(_depthSampler, coord).x);
coord = _texCoord + du + dv;
vec3 tcd8 = vec3(coord, texture2D(_depthSampler, coord).x);
vec3 minTcd = tcd0;
if (tcd1.z < minTcd.z) minTcd = tcd1;
if (tcd2.z < minTcd.z) minTcd = tcd2;
@@ -86,7 +86,7 @@ void main()
vec2 texCoordPrev = GetTexCoordPrevious(texCoord, velocity);
vec3 colorPrev = texture2D(s_previousColor, texCoordPrev).xyz;
// Sample local neighborhood for variance clipping
vec2 du = vec2(u_viewTexel.x, 0.0);
vec2 dv = vec2(0.0, u_viewTexel.y);

View File

@@ -46,7 +46,7 @@ vec2 float32x3_to_oct(vec3 v) {
// Project the sphere onto the octahedron, and then onto the xy plane
vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
// Reflect the folds of the lower hemisphere over the diagonals
return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p;
}