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Improve .editorconfig
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2 files changed

+62
-60
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.editorconfig

Lines changed: 10 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -1,12 +1,14 @@
1-
[*]
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charset=utf-8
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end_of_line=lf
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trim_trailing_whitespace=false
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insert_final_newline=false
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indent_style=space
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indent_size=4
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# http://editorconfig.org/
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root = true
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[*.{cs,shader,cginc}]
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charset = utf-8-bom
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indent_style = space
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indent_size = 4
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end_of_line = lf
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insert_final_newline = true
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trim_trailing_whitespace = true
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[{.babelrc,.stylelintrc,jest.config,.eslintrc,*.bowerrc,*.jsb3,*.jsb2,*.json}]
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indent_style=space
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indent_size=2
12-

Assets/Demoscene/Projects/2018-07-10-Cellular/Cellular.shader

Lines changed: 52 additions & 52 deletions
Original file line numberDiff line numberDiff line change
@@ -16,7 +16,7 @@
1616
#pragma fragment frag
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// make fog work
1818
#pragma multi_compile_fog
19-
19+
2020
#include "UnityCG.cginc"
2121

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struct appdata
@@ -34,131 +34,131 @@
3434

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sampler2D _MainTex;
3636
float4 _MainTex_ST;
37-
37+
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// porting from GLSL
3939
#define vec2 float2
4040
#define vec3 float3
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#define vec4 float4
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#define mod(x, y) (x - y * floor(x / y))
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#define fract frac
44-
44+
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// https://thebookofshaders.com/edit.php#12/3d-cnoise.frag
4646
vec3 permute(vec3 x) {
4747
return mod((34.0 * x + 1.0) * x, 289.0);
4848
}
49-
49+
5050
// Cellular noise, returning F1 and F2 in a vec2.
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// 3x3x3 search region for good F2 everywhere, but a lot
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// slower than the 2x2x2 version.
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// The code below is a bit scary even to its author,
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// but it has at least half decent performance on a
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// modern GPU. In any case, it beats any software
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// implementation of Worley noise hands down.
57-
57+
5858
vec2 cellular(vec3 P) {
5959
#define K 0.142857142857 // 1/7
6060
#define Ko 0.428571428571 // 1/2-K/2
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#define K2 0.020408163265306 // 1/(7*7)
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#define Kz 0.166666666667 // 1/6
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#define Kzo 0.416666666667 // 1/2-1/6*2
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#define jitter 1.0 // smaller jitter gives more regular pattern
65-
65+
6666
vec3 Pi = mod(floor(P), 289.0);
6767
vec3 Pf = fract(P) - 0.5;
68-
68+
6969
vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);
7070
vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);
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vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);
72-
72+
7373
vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));
7474
vec3 p1 = permute(p + Pi.y - 1.0);
7575
vec3 p2 = permute(p + Pi.y);
7676
vec3 p3 = permute(p + Pi.y + 1.0);
77-
77+
7878
vec3 p11 = permute(p1 + Pi.z - 1.0);
7979
vec3 p12 = permute(p1 + Pi.z);
8080
vec3 p13 = permute(p1 + Pi.z + 1.0);
81-
81+
8282
vec3 p21 = permute(p2 + Pi.z - 1.0);
8383
vec3 p22 = permute(p2 + Pi.z);
8484
vec3 p23 = permute(p2 + Pi.z + 1.0);
85-
85+
8686
vec3 p31 = permute(p3 + Pi.z - 1.0);
8787
vec3 p32 = permute(p3 + Pi.z);
8888
vec3 p33 = permute(p3 + Pi.z + 1.0);
89-
89+
9090
vec3 ox11 = fract(p11*K) - Ko;
9191
vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;
9292
vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed
93-
93+
9494
vec3 ox12 = fract(p12*K) - Ko;
9595
vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;
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vec3 oz12 = floor(p12*K2)*Kz - Kzo;
97-
97+
9898
vec3 ox13 = fract(p13*K) - Ko;
9999
vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;
100100
vec3 oz13 = floor(p13*K2)*Kz - Kzo;
101-
101+
102102
vec3 ox21 = fract(p21*K) - Ko;
103103
vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;
104104
vec3 oz21 = floor(p21*K2)*Kz - Kzo;
105-
105+
106106
vec3 ox22 = fract(p22*K) - Ko;
107107
vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;
108108
vec3 oz22 = floor(p22*K2)*Kz - Kzo;
109-
109+
110110
vec3 ox23 = fract(p23*K) - Ko;
111111
vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;
112112
vec3 oz23 = floor(p23*K2)*Kz - Kzo;
113-
113+
114114
vec3 ox31 = fract(p31*K) - Ko;
115115
vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;
116116
vec3 oz31 = floor(p31*K2)*Kz - Kzo;
117-
117+
118118
vec3 ox32 = fract(p32*K) - Ko;
119119
vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;
120120
vec3 oz32 = floor(p32*K2)*Kz - Kzo;
121-
121+
122122
vec3 ox33 = fract(p33*K) - Ko;
123123
vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;
124124
vec3 oz33 = floor(p33*K2)*Kz - Kzo;
125-
125+
126126
vec3 dx11 = Pfx + jitter*ox11;
127127
vec3 dy11 = Pfy.x + jitter*oy11;
128128
vec3 dz11 = Pfz.x + jitter*oz11;
129-
129+
130130
vec3 dx12 = Pfx + jitter*ox12;
131131
vec3 dy12 = Pfy.x + jitter*oy12;
132132
vec3 dz12 = Pfz.y + jitter*oz12;
133-
133+
134134
vec3 dx13 = Pfx + jitter*ox13;
135135
vec3 dy13 = Pfy.x + jitter*oy13;
136136
vec3 dz13 = Pfz.z + jitter*oz13;
137-
137+
138138
vec3 dx21 = Pfx + jitter*ox21;
139139
vec3 dy21 = Pfy.y + jitter*oy21;
140140
vec3 dz21 = Pfz.x + jitter*oz21;
141-
141+
142142
vec3 dx22 = Pfx + jitter*ox22;
143143
vec3 dy22 = Pfy.y + jitter*oy22;
144144
vec3 dz22 = Pfz.y + jitter*oz22;
145-
145+
146146
vec3 dx23 = Pfx + jitter*ox23;
147147
vec3 dy23 = Pfy.y + jitter*oy23;
148148
vec3 dz23 = Pfz.z + jitter*oz23;
149-
149+
150150
vec3 dx31 = Pfx + jitter*ox31;
151151
vec3 dy31 = Pfy.z + jitter*oy31;
152152
vec3 dz31 = Pfz.x + jitter*oz31;
153-
153+
154154
vec3 dx32 = Pfx + jitter*ox32;
155155
vec3 dy32 = Pfy.z + jitter*oy32;
156156
vec3 dz32 = Pfz.y + jitter*oz32;
157-
157+
158158
vec3 dx33 = Pfx + jitter*ox33;
159159
vec3 dy33 = Pfy.z + jitter*oy33;
160160
vec3 dz33 = Pfz.z + jitter*oz33;
161-
161+
162162
vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11;
163163
vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12;
164164
vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13;
@@ -168,7 +168,7 @@
168168
vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31;
169169
vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32;
170170
vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33;
171-
171+
172172
// Sort out the two smallest distances (F1, F2)
173173
#if 0
174174
// Cheat and sort out only F1
@@ -211,32 +211,32 @@
211211
return sqrt(d11.xy); // F1, F2
212212
#endif
213213
}
214-
215-
v2f vert (appdata v)
216-
{
217-
v2f o;
218-
o.vertex = UnityObjectToClipPos(v.vertex);
219-
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
220-
UNITY_TRANSFER_FOG(o,o.vertex);
221-
return o;
222-
}
223-
224-
fixed4 frag (v2f i) : SV_Target
225-
{
226-
// sample the texture
227-
//fixed4 col = tex2D(_MainTex, i.uv);
228-
// apply fog
229-
//UNITY_APPLY_FOG(i.fogCoord, col);
230-
231-
float2 _st = i.uv;
214+
215+
v2f vert (appdata v)
216+
{
217+
v2f o;
218+
o.vertex = UnityObjectToClipPos(v.vertex);
219+
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
220+
UNITY_TRANSFER_FOG(o,o.vertex);
221+
return o;
222+
}
223+
224+
fixed4 frag (v2f i) : SV_Target
225+
{
226+
// sample the texture
227+
//fixed4 col = tex2D(_MainTex, i.uv);
228+
// apply fog
229+
//UNITY_APPLY_FOG(i.fogCoord, col);
230+
231+
float2 _st = i.uv;
232232
(_st *= 10.0);
233233
float2 _F = cellular(float3(_st, _Time.y));
234234
float _dots = smoothstep(0.050000001, 0.1, _F.x);
235235
float _n = (_F.y - _F.x);
236236
(_n *= _dots);
237-
238-
return fixed4(_n, _n, _n, 1.0);
239-
}
237+
238+
return fixed4(_n, _n, _n, 1.0);
239+
}
240240
ENDCG
241241
}
242242
}

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