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authorAaron Franke <arnfranke@yahoo.com>2020-09-23 02:29:56 -0400
committerAaron Franke <arnfranke@yahoo.com>2020-11-16 23:38:11 -0500
commit02161aad5aa1355e977ea7df225aef53dab2f5bb (patch)
treee222169be99a6b736de88e01a0941513e18600e1 /servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
parent66e3060ea193aeb81a627c8cd4478a3547de9830 (diff)
Remove empty lines around braces with the formatting script
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl2
1 files changed, 0 insertions, 2 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index da3c60af04..285698f060 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -868,7 +868,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout float alpha,
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
-
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * lights.data[idx].inv_radius;
@@ -1158,7 +1157,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#endif
inout vec3 diffuse_light,
inout vec3 specular_light) {
-
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * lights.data[idx].inv_radius;