diff mbox

[Branch,~glmark2-dev/glmark2/trunk] Rev 151: Shaders: Convert all shader files to unix file format (LF line endings).

Message ID 20111011095812.12535.76056.launchpad@ackee.canonical.com
State Accepted
Headers show

Commit Message

alexandros.frantzis@linaro.org Oct. 11, 2011, 9:58 a.m. UTC
------------------------------------------------------------
revno: 151
committer: Alexandros Frantzis <alexandros.frantzis@linaro.org>
branch nick: trunk
timestamp: Tue 2011-10-11 12:51:17 +0300
message:
  Shaders: Convert all shader files to unix file format (LF line endings).
modified:
  data/shaders/buffer-wireframe.frag
  data/shaders/buffer-wireframe.vert
  data/shaders/bump-normals.frag
  data/shaders/bump-normals.vert
  data/shaders/bump-poly.frag
  data/shaders/bump-poly.vert
  data/shaders/desktop.vert
  data/shaders/effect-2d.vert
  data/shaders/light-advanced.frag
  data/shaders/light-advanced.vert
  data/shaders/light-basic.frag
  data/shaders/light-basic.vert
  data/shaders/light-phong.frag
  data/shaders/light-phong.vert
  data/shaders/pulsar-light.vert
  data/shaders/pulsar.vert


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diff mbox

Patch

=== modified file 'data/shaders/buffer-wireframe.frag'
--- data/shaders/buffer-wireframe.frag	2011-10-08 12:31:31 +0000
+++ data/shaders/buffer-wireframe.frag	2011-10-11 09:51:17 +0000
@@ -1,17 +1,17 @@ 
-varying vec4 dist;
-
-const vec4 LINE_COLOR = vec4(1.0);
-const vec4 TRIANGLE_COLOR = vec4(0.0, 0.5, 0.8, 0.8);
-
-void main(void)
-{
-    // Get the minimum distance of this fragment from a triangle edge.
-    // We need to multiply with dist.w to undo the workaround we had
-    // to perform to get linear interpolation (instead of perspective correct).
-    float d = min(dist.x * dist.w, min(dist.y * dist.w, dist.z * dist.w));
-
-    // Get the intensity of the wireframe line
-    float I = exp2(-2.0 * d * d);
-
-    gl_FragColor = mix(TRIANGLE_COLOR, LINE_COLOR, I);
-}
+varying vec4 dist;
+
+const vec4 LINE_COLOR = vec4(1.0);
+const vec4 TRIANGLE_COLOR = vec4(0.0, 0.5, 0.8, 0.8);
+
+void main(void)
+{
+    // Get the minimum distance of this fragment from a triangle edge.
+    // We need to multiply with dist.w to undo the workaround we had
+    // to perform to get linear interpolation (instead of perspective correct).
+    float d = min(dist.x * dist.w, min(dist.y * dist.w, dist.z * dist.w));
+
+    // Get the intensity of the wireframe line
+    float I = exp2(-2.0 * d * d);
+
+    gl_FragColor = mix(TRIANGLE_COLOR, LINE_COLOR, I);
+}

=== modified file 'data/shaders/buffer-wireframe.vert'
--- data/shaders/buffer-wireframe.vert	2011-10-05 16:42:33 +0000
+++ data/shaders/buffer-wireframe.vert	2011-10-11 09:51:17 +0000
@@ -1,57 +1,57 @@ 
-// Wireframe shader based on:
-// J. A. Bærentzen, S. Munk-Lund, M. Gjøl, and B. D. Larsen,
-// “Two methods for antialiased wireframe drawing with hidden
-// line removal,” in Proceedings of the Spring Conference in
-// Computer Graphics, 2008.
-//
-// We are not using geometry shaders, though, as they are not
-// available in GLES 2.0.
-
-attribute vec3 position;
-// Coordinates of the triangle vertices this vertex belongs to
-attribute vec3 tvertex0;
-attribute vec3 tvertex1;
-attribute vec3 tvertex2;
-
-uniform vec2 Viewport;
-uniform mat4 ModelViewProjectionMatrix;
-
-varying vec4 dist;
-
-void main(void)
-{
-    // Get the clip coordinates of all vertices
-    vec4 pos  = ModelViewProjectionMatrix * vec4(position, 1.0);
-    vec4 pos0 = ModelViewProjectionMatrix * vec4(tvertex0, 1.0);
-    vec4 pos1 = ModelViewProjectionMatrix * vec4(tvertex1, 1.0);
-    vec4 pos2 = ModelViewProjectionMatrix * vec4(tvertex2, 1.0);
-
-    // Get the screen coordinates of all vertices
-    vec3 p  = vec3(0.5 * Viewport * (pos.xy / pos.w), 0.0);
-    vec3 p0 = vec3(0.5 * Viewport * (pos0.xy / pos0.w), 0.0);
-    vec3 p1 = vec3(0.5 * Viewport * (pos1.xy / pos1.w), 0.0);
-    vec3 p2 = vec3(0.5 * Viewport * (pos2.xy / pos2.w), 0.0);
-
-    // Get the vectors representing the edges of the current
-    // triangle primitive. 'vN' is the edge opposite vertex N.
-    vec3 v0 = p2 - p1;
-    vec3 v1 = p2 - p0;
-    vec3 v2 = p1 - p0;
-
-    // Calculate the distance of the current vertex from all
-    // the triangle edges. The distance of point p from line
-    // v is length(cross(p - p1, v)) / length(v), where
-    // p1 is any of the two edge points of v.
-    float d0 = length(cross(p - p1, v0)) / length(v0);
-    float d1 = length(cross(p - p2, v1)) / length(v1);
-    float d2 = length(cross(p - p0, v2)) / length(v2);
-
-    // OpenGL(ES) performs perspective-correct interpolation
-    // (it divides by .w) but we want linear interpolation. To
-    // work around this, we premultiply by pos.w here and then
-    // multiple with the inverse (stored in dist.w) in the fragment
-    // shader to undo this operation.
-    dist = vec4(pos.w * d0, pos.w * d1, pos.w * d2, 1.0 / pos.w);
-
-    gl_Position = pos;
-}
+// Wireframe shader based on:
+// J. A. Bærentzen, S. Munk-Lund, M. Gjøl, and B. D. Larsen,
+// “Two methods for antialiased wireframe drawing with hidden
+// line removal,” in Proceedings of the Spring Conference in
+// Computer Graphics, 2008.
+//
+// We are not using geometry shaders, though, as they are not
+// available in GLES 2.0.
+
+attribute vec3 position;
+// Coordinates of the triangle vertices this vertex belongs to
+attribute vec3 tvertex0;
+attribute vec3 tvertex1;
+attribute vec3 tvertex2;
+
+uniform vec2 Viewport;
+uniform mat4 ModelViewProjectionMatrix;
+
+varying vec4 dist;
+
+void main(void)
+{
+    // Get the clip coordinates of all vertices
+    vec4 pos  = ModelViewProjectionMatrix * vec4(position, 1.0);
+    vec4 pos0 = ModelViewProjectionMatrix * vec4(tvertex0, 1.0);
+    vec4 pos1 = ModelViewProjectionMatrix * vec4(tvertex1, 1.0);
+    vec4 pos2 = ModelViewProjectionMatrix * vec4(tvertex2, 1.0);
+
+    // Get the screen coordinates of all vertices
+    vec3 p  = vec3(0.5 * Viewport * (pos.xy / pos.w), 0.0);
+    vec3 p0 = vec3(0.5 * Viewport * (pos0.xy / pos0.w), 0.0);
+    vec3 p1 = vec3(0.5 * Viewport * (pos1.xy / pos1.w), 0.0);
+    vec3 p2 = vec3(0.5 * Viewport * (pos2.xy / pos2.w), 0.0);
+
+    // Get the vectors representing the edges of the current
+    // triangle primitive. 'vN' is the edge opposite vertex N.
+    vec3 v0 = p2 - p1;
+    vec3 v1 = p2 - p0;
+    vec3 v2 = p1 - p0;
+
+    // Calculate the distance of the current vertex from all
+    // the triangle edges. The distance of point p from line
+    // v is length(cross(p - p1, v)) / length(v), where
+    // p1 is any of the two edge points of v.
+    float d0 = length(cross(p - p1, v0)) / length(v0);
+    float d1 = length(cross(p - p2, v1)) / length(v1);
+    float d2 = length(cross(p - p0, v2)) / length(v2);
+
+    // OpenGL(ES) performs perspective-correct interpolation
+    // (it divides by .w) but we want linear interpolation. To
+    // work around this, we premultiply by pos.w here and then
+    // multiple with the inverse (stored in dist.w) in the fragment
+    // shader to undo this operation.
+    dist = vec4(pos.w * d0, pos.w * d1, pos.w * d2, 1.0 / pos.w);
+
+    gl_Position = pos;
+}

=== modified file 'data/shaders/bump-normals.frag'
--- data/shaders/bump-normals.frag	2011-09-14 16:53:37 +0000
+++ data/shaders/bump-normals.frag	2011-10-11 09:51:17 +0000
@@ -1,44 +1,44 @@ 
-uniform sampler2D NormalMap;
-uniform mat4 NormalMatrix;
-
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
-    const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
-    const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
-    const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
-    const float MaterialShininess = 100.0;
-
-    // Get the raw normal XYZ data from the normal map
-    vec3 normal_raw = texture2D(NormalMap, TextureCoord).xyz;
-    // Map "color" range [0, 1.0] to normal range [-1.0, 1.0]
-    vec3 normal_scaled = normal_raw * 2.0 - 1.0;
-                                
-    // Convert the normal to eye coordinates. Note that the normal map
-    // we are using is using object coordinates (not tangent!) for the
-    // normals, so we can multiply by the NormalMatrix as usual.
-    vec3 N = normalize(vec3(NormalMatrix * vec4(normal_scaled, 1.0)));
-
-    // In the lighting model we are using here (Blinn-Phong with light at
-    // infinity, viewer at infinity), the light position/direction and the
-    // half vector is constant for the all the fragments.
-    vec3 L = normalize(LightSourcePosition.xyz);
-    vec3 H = normalize(LightSourceHalfVector);
-
-    // Calculate the diffuse color according to Lambertian reflectance
-    vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
-
-    // Calculate the ambient color
-    vec4 ambient = MaterialAmbient * LightSourceAmbient;
-
-    // Calculate the specular color according to the Blinn-Phong model
-    vec4 specular = MaterialSpecular * LightSourceSpecular *
-                    pow(max(dot(N,H), 0.0), MaterialShininess);
-
-    // Calculate the final color
-    gl_FragColor = ambient + specular + diffuse;
-}
+uniform sampler2D NormalMap;
+uniform mat4 NormalMatrix;
+
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
+    const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
+    const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
+    const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
+    const float MaterialShininess = 100.0;
+
+    // Get the raw normal XYZ data from the normal map
+    vec3 normal_raw = texture2D(NormalMap, TextureCoord).xyz;
+    // Map "color" range [0, 1.0] to normal range [-1.0, 1.0]
+    vec3 normal_scaled = normal_raw * 2.0 - 1.0;
+                                
+    // Convert the normal to eye coordinates. Note that the normal map
+    // we are using is using object coordinates (not tangent!) for the
+    // normals, so we can multiply by the NormalMatrix as usual.
+    vec3 N = normalize(vec3(NormalMatrix * vec4(normal_scaled, 1.0)));
+
+    // In the lighting model we are using here (Blinn-Phong with light at
+    // infinity, viewer at infinity), the light position/direction and the
+    // half vector is constant for the all the fragments.
+    vec3 L = normalize(LightSourcePosition.xyz);
+    vec3 H = normalize(LightSourceHalfVector);
+
+    // Calculate the diffuse color according to Lambertian reflectance
+    vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
+
+    // Calculate the ambient color
+    vec4 ambient = MaterialAmbient * LightSourceAmbient;
+
+    // Calculate the specular color according to the Blinn-Phong model
+    vec4 specular = MaterialSpecular * LightSourceSpecular *
+                    pow(max(dot(N,H), 0.0), MaterialShininess);
+
+    // Calculate the final color
+    gl_FragColor = ambient + specular + diffuse;
+}

=== modified file 'data/shaders/bump-normals.vert'
--- data/shaders/bump-normals.vert	2011-07-19 10:09:30 +0000
+++ data/shaders/bump-normals.vert	2011-10-11 09:51:17 +0000
@@ -1,14 +1,14 @@ 
-attribute vec3 position;
-attribute vec2 texcoord;
-
-uniform mat4 ModelViewProjectionMatrix;
-
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    TextureCoord = texcoord;
-
-    // Transform the position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
-}
+attribute vec3 position;
+attribute vec2 texcoord;
+
+uniform mat4 ModelViewProjectionMatrix;
+
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    TextureCoord = texcoord;
+
+    // Transform the position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}

=== modified file 'data/shaders/bump-poly.frag'
--- data/shaders/bump-poly.frag	2011-09-14 16:53:37 +0000
+++ data/shaders/bump-poly.frag	2011-10-11 09:51:17 +0000
@@ -1,33 +1,33 @@ 
-varying vec3 Normal;
-
-void main(void)
-{
-    const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
-    const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
-    const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
-    const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
-    const float MaterialShininess = 100.0;
-
-    vec3 N = normalize(Normal);
-
-    // In the lighting model we are using here (Blinn-Phong with light at
-    // infinity, viewer at infinity), the light position/direction and the
-    // half vector is constant for the all the fragments.
-    vec3 L = normalize(LightSourcePosition.xyz);
-    vec3 H = normalize(LightSourceHalfVector);
-
-    // Calculate the diffuse color according to Lambertian reflectance
-    vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
-
-    // Calculate the ambient color
-    vec4 ambient = MaterialAmbient * LightSourceAmbient;
-
-    // Calculate the specular color according to the Blinn-Phong model
-    vec4 specular = MaterialSpecular * LightSourceSpecular *
-                    pow(max(dot(N,H), 0.0), MaterialShininess);
-
-    // Calculate the final color
-    gl_FragColor = ambient + specular + diffuse;
-}
+varying vec3 Normal;
+
+void main(void)
+{
+    const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
+    const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
+    const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
+    const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
+    const float MaterialShininess = 100.0;
+
+    vec3 N = normalize(Normal);
+
+    // In the lighting model we are using here (Blinn-Phong with light at
+    // infinity, viewer at infinity), the light position/direction and the
+    // half vector is constant for the all the fragments.
+    vec3 L = normalize(LightSourcePosition.xyz);
+    vec3 H = normalize(LightSourceHalfVector);
+
+    // Calculate the diffuse color according to Lambertian reflectance
+    vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
+
+    // Calculate the ambient color
+    vec4 ambient = MaterialAmbient * LightSourceAmbient;
+
+    // Calculate the specular color according to the Blinn-Phong model
+    vec4 specular = MaterialSpecular * LightSourceSpecular *
+                    pow(max(dot(N,H), 0.0), MaterialShininess);
+
+    // Calculate the final color
+    gl_FragColor = ambient + specular + diffuse;
+}

=== modified file 'data/shaders/bump-poly.vert'
--- data/shaders/bump-poly.vert	2011-07-19 10:09:30 +0000
+++ data/shaders/bump-poly.vert	2011-10-11 09:51:17 +0000
@@ -1,16 +1,16 @@ 
-attribute vec3 position;
-attribute vec3 normal;
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 NormalMatrix;
-
-varying vec3 Normal;
-
-void main(void)
-{
-    // Transform the normal to eye coordinates
-    Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
-
-    // Transform the position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
-}
+attribute vec3 position;
+attribute vec3 normal;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 NormalMatrix;
+
+varying vec3 Normal;
+
+void main(void)
+{
+    // Transform the normal to eye coordinates
+    Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
+
+    // Transform the position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}

=== modified file 'data/shaders/desktop.vert'
--- data/shaders/desktop.vert	2011-09-09 13:57:53 +0000
+++ data/shaders/desktop.vert	2011-10-11 09:51:17 +0000
@@ -1,11 +1,11 @@ 
-attribute vec2 position;
-attribute vec2 texcoord;
-
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    gl_Position = vec4(position, 0.0, 1.0);
-
-    TextureCoord = texcoord;
-}
+attribute vec2 position;
+attribute vec2 texcoord;
+
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    gl_Position = vec4(position, 0.0, 1.0);
+
+    TextureCoord = texcoord;
+}

=== modified file 'data/shaders/effect-2d.vert'
--- data/shaders/effect-2d.vert	2011-07-28 14:06:56 +0000
+++ data/shaders/effect-2d.vert	2011-10-11 09:51:17 +0000
@@ -1,10 +1,10 @@ 
-attribute vec3 position;
-
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    gl_Position = vec4(position, 1.0);
-
-    TextureCoord = position.xy * 0.5 + 0.5;
-}
+attribute vec3 position;
+
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    gl_Position = vec4(position, 1.0);
+
+    TextureCoord = position.xy * 0.5 + 0.5;
+}

=== modified file 'data/shaders/light-advanced.frag'
--- data/shaders/light-advanced.frag	2011-09-14 16:53:37 +0000
+++ data/shaders/light-advanced.frag	2011-10-11 09:51:17 +0000
@@ -1,33 +1,33 @@ 
-varying vec3 Normal;
-
-void main(void)
-{
-    const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
-    const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
-    const vec4 MaterialDiffuse = vec4(0.0, 0.0, 1.0, 1.0);
-    const vec4 MaterialSpecular = vec4(1.0, 1.0, 1.0, 1.0);
-    const float MaterialShininess = 100.0;
-
-    vec3 N = normalize(Normal);
-
-    // In the lighting model we are using here (Blinn-Phong with light at
-    // infinity, viewer at infinity), the light position/direction and the
-    // half vector is constant for the all the fragments.
-    vec3 L = normalize(LightSourcePosition.xyz);
-    vec3 H = normalize(LightSourceHalfVector);
-
-    // Calculate the diffuse color according to Lambertian reflectance
-    vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
-
-    // Calculate the ambient color
-    vec4 ambient = MaterialAmbient * LightSourceAmbient;
-
-    // Calculate the specular color according to the Blinn-Phong model
-    vec4 specular = MaterialSpecular * LightSourceSpecular *
-                    pow(max(dot(N,H), 0.0), MaterialShininess);
-
-    // Calculate the final color
-    gl_FragColor = ambient + specular + diffuse;
-}
+varying vec3 Normal;
+
+void main(void)
+{
+    const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
+    const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
+    const vec4 MaterialDiffuse = vec4(0.0, 0.0, 1.0, 1.0);
+    const vec4 MaterialSpecular = vec4(1.0, 1.0, 1.0, 1.0);
+    const float MaterialShininess = 100.0;
+
+    vec3 N = normalize(Normal);
+
+    // In the lighting model we are using here (Blinn-Phong with light at
+    // infinity, viewer at infinity), the light position/direction and the
+    // half vector is constant for the all the fragments.
+    vec3 L = normalize(LightSourcePosition.xyz);
+    vec3 H = normalize(LightSourceHalfVector);
+
+    // Calculate the diffuse color according to Lambertian reflectance
+    vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
+
+    // Calculate the ambient color
+    vec4 ambient = MaterialAmbient * LightSourceAmbient;
+
+    // Calculate the specular color according to the Blinn-Phong model
+    vec4 specular = MaterialSpecular * LightSourceSpecular *
+                    pow(max(dot(N,H), 0.0), MaterialShininess);
+
+    // Calculate the final color
+    gl_FragColor = ambient + specular + diffuse;
+}

=== modified file 'data/shaders/light-advanced.vert'
--- data/shaders/light-advanced.vert	2011-09-13 15:41:27 +0000
+++ data/shaders/light-advanced.vert	2011-10-11 09:51:17 +0000
@@ -1,16 +1,16 @@ 
-attribute vec3 position;
-attribute vec3 normal;
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 NormalMatrix;
-
-varying vec3 Normal;
-
-void main(void)
-{
-    // Transform the normal to eye coordinates
-    Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
-
-    // Transform the position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
-}
+attribute vec3 position;
+attribute vec3 normal;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 NormalMatrix;
+
+varying vec3 Normal;
+
+void main(void)
+{
+    // Transform the normal to eye coordinates
+    Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
+
+    // Transform the position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}

=== modified file 'data/shaders/light-basic.frag'
--- data/shaders/light-basic.frag	2011-09-14 16:53:37 +0000
+++ data/shaders/light-basic.frag	2011-10-11 09:51:17 +0000
@@ -1,7 +1,7 @@ 
-varying vec4 Color;
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    gl_FragColor = Color;
-}
+varying vec4 Color;
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    gl_FragColor = Color;
+}

=== modified file 'data/shaders/light-basic.vert'
--- data/shaders/light-basic.vert	2011-07-27 15:02:27 +0000
+++ data/shaders/light-basic.vert	2011-10-11 09:51:17 +0000
@@ -1,29 +1,29 @@ 
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord;
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 NormalMatrix;
-
-varying vec4 Color;
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    // Transform the normal to eye coordinates
-    vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
-
-    // The LightSourcePosition is actually its direction for directional light
-    vec3 L = normalize(LightSourcePosition.xyz);
-
-    // Multiply the diffuse value by the vertex color (which is fixed in this case)
-    // to get the actual color that we will use to draw this vertex with
-    float diffuse = max(dot(N, L), 0.0);
-    Color = diffuse * MaterialDiffuse;
-
-    // Set the texture coordinates as a varying
-    TextureCoord = texcoord;
-
-    // Transform the position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
-}
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 NormalMatrix;
+
+varying vec4 Color;
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    // Transform the normal to eye coordinates
+    vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
+
+    // The LightSourcePosition is actually its direction for directional light
+    vec3 L = normalize(LightSourcePosition.xyz);
+
+    // Multiply the diffuse value by the vertex color (which is fixed in this case)
+    // to get the actual color that we will use to draw this vertex with
+    float diffuse = max(dot(N, L), 0.0);
+    Color = diffuse * MaterialDiffuse;
+
+    // Set the texture coordinates as a varying
+    TextureCoord = texcoord;
+
+    // Transform the position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}

=== modified file 'data/shaders/light-phong.frag'
--- data/shaders/light-phong.frag	2011-09-19 16:18:59 +0000
+++ data/shaders/light-phong.frag	2011-10-11 09:51:17 +0000
@@ -1,29 +1,29 @@ 
-varying vec3 vertex_normal;
-varying vec4 vertex_position;
-
-vec4
-compute_color(vec4 light_position, vec4 diffuse_light_color)
-{
-    const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);
-    const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);
-    const vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0);
-    const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
-    const float matShininess = 100.0;
-    vec3 eye_direction = normalize(-vertex_position.xyz);
-    vec3 light_direction = normalize(light_position.xyz/light_position.w -
-                                     vertex_position.xyz/vertex_position.w);
-    vec3 normalized_normal = normalize(vertex_normal);
-    vec3 reflection = reflect(-light_direction, normalized_normal);
-    float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
-    float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
-    vec4 specular = (lightSpecular * matSpecular);
-    vec4 ambient = (lightAmbient * matAmbient);
-    vec4 diffuse = (diffuse_light_color * MaterialDiffuse);
-    vec4 result = (specular * specularTerm) + ambient + (diffuse * diffuseTerm);
-    return result;
-}
-
-void main(void)
-{
-$DO_LIGHTS$
-}
+varying vec3 vertex_normal;
+varying vec4 vertex_position;
+
+vec4
+compute_color(vec4 light_position, vec4 diffuse_light_color)
+{
+    const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);
+    const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);
+    const vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0);
+    const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
+    const float matShininess = 100.0;
+    vec3 eye_direction = normalize(-vertex_position.xyz);
+    vec3 light_direction = normalize(light_position.xyz/light_position.w -
+                                     vertex_position.xyz/vertex_position.w);
+    vec3 normalized_normal = normalize(vertex_normal);
+    vec3 reflection = reflect(-light_direction, normalized_normal);
+    float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
+    float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
+    vec4 specular = (lightSpecular * matSpecular);
+    vec4 ambient = (lightAmbient * matAmbient);
+    vec4 diffuse = (diffuse_light_color * MaterialDiffuse);
+    vec4 result = (specular * specularTerm) + ambient + (diffuse * diffuseTerm);
+    return result;
+}
+
+void main(void)
+{
+$DO_LIGHTS$
+}

=== modified file 'data/shaders/light-phong.vert'
--- data/shaders/light-phong.vert	2011-09-13 15:40:50 +0000
+++ data/shaders/light-phong.vert	2011-10-11 09:51:17 +0000
@@ -1,23 +1,23 @@ 
-attribute vec3 position;
-attribute vec3 normal;
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 NormalMatrix;
-uniform mat4 ModelViewMatrix;
-
-varying vec3 vertex_normal;
-varying vec4 vertex_position;
-
-void main(void)
-{			
-    vec4 current_position = vec4(position, 1.0);
-
-    // Transform the normal to eye coordinates
-    vertex_normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
-
-    // Transform the current position to eye coordinates
-    vertex_position = ModelViewMatrix * current_position;
-
-    // Transform the current position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * current_position;
-}
+attribute vec3 position;
+attribute vec3 normal;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 NormalMatrix;
+uniform mat4 ModelViewMatrix;
+
+varying vec3 vertex_normal;
+varying vec4 vertex_position;
+
+void main(void)
+{			
+    vec4 current_position = vec4(position, 1.0);
+
+    // Transform the normal to eye coordinates
+    vertex_normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
+
+    // Transform the current position to eye coordinates
+    vertex_position = ModelViewMatrix * current_position;
+
+    // Transform the current position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * current_position;
+}

=== modified file 'data/shaders/pulsar-light.vert'
--- data/shaders/pulsar-light.vert	2011-08-17 09:21:24 +0000
+++ data/shaders/pulsar-light.vert	2011-10-11 09:51:17 +0000
@@ -1,31 +1,31 @@ 
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 vtxcolor;
-attribute vec2 texcoord;
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 NormalMatrix;
-
-varying vec4 Color;
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    // Transform the normal to eye coordinates
-    vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
-
-    // The LightSourcePosition is actually its direction for directional light
-    vec3 L = normalize(LightSourcePosition.xyz);
-
-    // Multiply the diffuse value by the vertex color
-    // to get the actual color that we will use to draw this vertex with
-    float diffuse = max(abs(dot(N, L)), 0.0);
-    Color = diffuse * vtxcolor;
-
-    // Set the texture coordinates as a varying
-    TextureCoord = texcoord;
-
-    // Transform the position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
-}
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 vtxcolor;
+attribute vec2 texcoord;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 NormalMatrix;
+
+varying vec4 Color;
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    // Transform the normal to eye coordinates
+    vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
+
+    // The LightSourcePosition is actually its direction for directional light
+    vec3 L = normalize(LightSourcePosition.xyz);
+
+    // Multiply the diffuse value by the vertex color
+    // to get the actual color that we will use to draw this vertex with
+    float diffuse = max(abs(dot(N, L)), 0.0);
+    Color = diffuse * vtxcolor;
+
+    // Set the texture coordinates as a varying
+    TextureCoord = texcoord;
+
+    // Transform the position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}
+

=== modified file 'data/shaders/pulsar.vert'
--- data/shaders/pulsar.vert	2011-08-17 09:21:24 +0000
+++ data/shaders/pulsar.vert	2011-10-11 09:51:17 +0000
@@ -1,19 +1,19 @@ 
-attribute vec3 position;
-attribute vec4 vtxcolor;
-attribute vec2 texcoord;
-attribute vec3 normal;
-
-uniform mat4 ModelViewProjectionMatrix;
-
-varying vec4 Color;
-varying vec2 TextureCoord;
-
-void main(void)
-{
-    Color = vtxcolor;
-    TextureCoord = texcoord;
-
-    // Transform the position to clip coordinates
-    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
-}
-
+attribute vec3 position;
+attribute vec4 vtxcolor;
+attribute vec2 texcoord;
+attribute vec3 normal;
+
+uniform mat4 ModelViewProjectionMatrix;
+
+varying vec4 Color;
+varying vec2 TextureCoord;
+
+void main(void)
+{
+    Color = vtxcolor;
+    TextureCoord = texcoord;
+
+    // Transform the position to clip coordinates
+    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}
+