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Fix trailing whitespace
i hate this
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2fd22c1850
commit
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3 changed files with 4 additions and 4 deletions
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@ -620,7 +620,7 @@ enable_auto_exposure (Enable Automatic Exposure) bool false
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Set the post processing gamma value.
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# Set the post processing gamma value.
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# Higher values give lower contrast and vice versa.
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# Higher values give lower contrast and vice versa.
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# Range: from 1.0 to 5.0
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# Range: from 1.0 to 5.0
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# Default: 1.6
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# Default: 1.6
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#
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#
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@ -677,7 +677,7 @@ enable_tinted_fog (Tinted fog) bool false
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enable_bumpmaps (Bump maps) bool false
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enable_bumpmaps (Bump maps) bool false
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# Simulate translucency when looking at foliage in the sunlight.
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# Simulate translucency when looking at foliage in the sunlight.
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# It is recommended to use this with the leaves style set to fancy.
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# It is recommended to use this with the leaves style set to fancy.
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#
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#
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# Requires: shaders, enable_dynamic_shadows
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# Requires: shaders, enable_dynamic_shadows
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enable_translucent_foliage (Translucent foliage) bool false
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enable_translucent_foliage (Translucent foliage) bool false
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@ -45,7 +45,7 @@ uniform float fov;
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varying vec3 vNormal;
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varying vec3 vNormal;
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varying vec3 vTangent;
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varying vec3 vTangent;
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varying vec3 vBinormal;
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varying vec3 vBinormal;
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varying vec3 vPosition;
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varying vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// This can be used for many shader effects without loss of precision.
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@ -8,7 +8,7 @@ uniform float animationTimer;
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varying vec3 vNormal;
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varying vec3 vNormal;
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varying vec3 vTangent;
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varying vec3 vTangent;
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varying vec3 vBinormal;
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varying vec3 vBinormal;
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varying vec3 vPosition;
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varying vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// This can be used for many shader effects without loss of precision.
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