diff --git a/shaders/billboard.frag b/shaders/billboard.frag index 973bc691..417cc535 100644 --- a/shaders/billboard.frag +++ b/shaders/billboard.frag @@ -12,7 +12,7 @@ void main() { vec4 tex_color = texture(tex1, f_coord); gl_FragData[0] = tex_color * param[0]; -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED gl_FragData[1] = vec4(0.0f); #endif } diff --git a/shaders/color.frag b/shaders/color.frag index 01596bc0..88994792 100644 --- a/shaders/color.frag +++ b/shaders/color.frag @@ -7,7 +7,7 @@ in vec3 f_color; void main() { gl_FragData[0] = vec4(f_color, 1.0f); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED gl_FragData[1] = vec4(0.0f); #endif } diff --git a/shaders/freespot.frag b/shaders/freespot.frag index 40f28a2b..1bf4395f 100644 --- a/shaders/freespot.frag +++ b/shaders/freespot.frag @@ -13,7 +13,7 @@ void main() if (dist2 > 0.5f * 0.5f) discard; gl_FragData[0] = vec4(param[0].rgb * emission, 1.0f); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; diff --git a/shaders/light_common.glsl b/shaders/light_common.glsl index bcb88d63..cacc4c94 100644 --- a/shaders/light_common.glsl +++ b/shaders/light_common.glsl @@ -1,6 +1,6 @@ float calc_shadow() { -#ifdef SHADOWMAP_ENABLED +#if SHADOWMAP_ENABLED vec3 coords = f_light_pos.xyz / f_light_pos.w; if (coords.z < 0.0f) diff --git a/shaders/mat_clouds.frag b/shaders/mat_clouds.frag index 2bd16979..06397bdd 100644 --- a/shaders/mat_clouds.frag +++ b/shaders/mat_clouds.frag @@ -13,7 +13,7 @@ void main() { vec4 tex_color = texture(tex1, f_coord); gl_FragData[0] = tex_color * param[0]; -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED gl_FragData[1] = vec4(0.0f); #endif } diff --git a/shaders/mat_colored.frag b/shaders/mat_colored.frag index 7c10f611..473c3c7c 100644 --- a/shaders/mat_colored.frag +++ b/shaders/mat_colored.frag @@ -15,11 +15,11 @@ in vec4 f_clip_future_pos; #param (specular, 1, 1, 1, specular) #param (reflection, 1, 2, 1, zero) -#ifdef SHADOWMAP_ENABLED +#if SHADOWMAP_ENABLED uniform sampler2DShadow shadowmap; #endif -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED uniform samplerCube envmap; #endif @@ -31,7 +31,7 @@ void main() vec3 normal = normalize(f_normal); vec3 refvec = reflect(f_pos.xyz, normal); -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); @@ -62,7 +62,7 @@ void main() } gl_FragData[0] = vec4(apply_fog(result * tex_color.rgb), tex_color.a); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; diff --git a/shaders/mat_default.frag b/shaders/mat_default.frag index 3146062b..0f9b3e66 100644 --- a/shaders/mat_default.frag +++ b/shaders/mat_default.frag @@ -18,11 +18,11 @@ in vec4 f_clip_future_pos; #texture (diffuse, 0, sRGB_A) uniform sampler2D diffuse; -#ifdef SHADOWMAP_ENABLED +#if SHADOWMAP_ENABLED uniform sampler2DShadow shadowmap; #endif -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED uniform samplerCube envmap; #endif @@ -37,7 +37,7 @@ void main() vec3 normal = normalize(f_normal); vec3 refvec = reflect(f_pos.xyz, normal); -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); @@ -69,7 +69,7 @@ void main() gl_FragData[0] = vec4(apply_fog(result * tex_color.rgb), tex_color.a); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; diff --git a/shaders/mat_invalid.frag b/shaders/mat_invalid.frag index fac409df..186f32d8 100644 --- a/shaders/mat_invalid.frag +++ b/shaders/mat_invalid.frag @@ -5,7 +5,7 @@ void main() { gl_FragData[0] = vec4(1.0, 0.0, 1.0, 1.0); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED gl_FragData[1] = vec4(0.0f); #endif } diff --git a/shaders/mat_normalmap.frag b/shaders/mat_normalmap.frag index 6b19a91a..4d3316df 100644 --- a/shaders/mat_normalmap.frag +++ b/shaders/mat_normalmap.frag @@ -22,11 +22,11 @@ uniform sampler2D diffuse; #texture (normalmap, 1, RGB) uniform sampler2D normalmap; -#ifdef SHADOWMAP_ENABLED +#if SHADOWMAP_ENABLED uniform sampler2DShadow shadowmap; #endif -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED uniform samplerCube envmap; #endif @@ -42,7 +42,7 @@ void main() vec3 normal = f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0); vec3 refvec = reflect(f_pos.xyz, normal); -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); @@ -74,7 +74,7 @@ void main() gl_FragData[0] = vec4(apply_fog(result * tex_color.rgb), tex_color.a); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; diff --git a/shaders/mat_reflmap.frag b/shaders/mat_reflmap.frag index f13aa679..c32fc014 100644 --- a/shaders/mat_reflmap.frag +++ b/shaders/mat_reflmap.frag @@ -21,11 +21,11 @@ uniform sampler2D diffuse; #texture (reflmap, 1, R) uniform sampler2D reflmap; -#ifdef SHADOWMAP_ENABLED +#if SHADOWMAP_ENABLED uniform sampler2DShadow shadowmap; #endif -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED uniform samplerCube envmap; #endif @@ -40,7 +40,7 @@ void main() vec3 normal = normalize(f_normal); vec3 refvec = reflect(f_pos.xyz, normal); -#ifdef ENVMAP_ENABLED +#if ENVMAP_ENABLED vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); @@ -72,7 +72,7 @@ void main() gl_FragData[0] = vec4(apply_fog(result * tex_color.rgb), tex_color.a); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; diff --git a/shaders/mat_stars.frag b/shaders/mat_stars.frag index 186777a5..1fe94f37 100644 --- a/shaders/mat_stars.frag +++ b/shaders/mat_stars.frag @@ -14,7 +14,7 @@ void main() // color data is shared with normals, ugh gl_FragData[0] = vec4(f_normal_raw.bgr, 1.0f); -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED gl_FragData[1] = vec4(0.0f); #endif } diff --git a/shaders/traction.frag b/shaders/traction.frag index a5a72181..cb6c137e 100644 --- a/shaders/traction.frag +++ b/shaders/traction.frag @@ -8,7 +8,7 @@ in vec4 f_clip_future_pos; void main() { gl_FragData[0] = param[0]; -#ifdef MOTIONBLUR_ENABLED +#if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;