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refactor to follow the CONVENTIONS.md (#5530)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
This commit is contained in:
@ -36,7 +36,7 @@ void main()
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vec3 ambient = albedo*vec3(0.1);
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vec3 ambient = albedo*vec3(0.1);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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for (int i = 0; i < NR_LIGHTS; ++i)
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for (int i = 0; i < NR_LIGHTS; i++)
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{
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{
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if (lights[i].enabled == 0) continue;
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if (lights[i].enabled == 0) continue;
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vec3 lightDirection = lights[i].position - fragPosition;
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vec3 lightDirection = lights[i].position - fragPosition;
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@ -34,7 +34,7 @@ void main()
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// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
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// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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for (int iter = 0; iter < maxIterationsLimit; ++iter)
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for (int iter = 0; iter < maxIterationsLimit; iter++)
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{
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{
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float aa = a*a;
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float aa = a*a;
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float bb = b*b;
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float bb = b*b;
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@ -34,7 +34,7 @@ void main()
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vec3 ambient = albedo*vec3(0.1);
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vec3 ambient = albedo*vec3(0.1);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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for (int i = 0; i < NR_LIGHTS; ++i)
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for (int i = 0; i < NR_LIGHTS; i++)
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{
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{
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if (lights[i].enabled == 0) continue;
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if (lights[i].enabled == 0) continue;
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vec3 lightDirection = lights[i].position - fragPosition;
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vec3 lightDirection = lights[i].position - fragPosition;
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@ -41,7 +41,7 @@ void main()
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a = aa - bb + c.x;
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a = aa - bb + c.x;
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b = twoab + c.y;
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b = twoab + c.y;
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++iter;
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iter++;
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}
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}
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if (iter >= maxIterations)
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if (iter >= maxIterations)
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@ -32,7 +32,7 @@ void main() {
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vec3 ambient = albedo*vec3(0.1f);
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vec3 ambient = albedo*vec3(0.1f);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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for (int i = 0; i < NR_LIGHTS; ++i)
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for (int i = 0; i < NR_LIGHTS; i++)
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{
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{
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if (lights[i].enabled == 0) continue;
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if (lights[i].enabled == 0) continue;
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vec3 lightDirection = lights[i].position - fragPosition;
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vec3 lightDirection = lights[i].position - fragPosition;
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@ -31,7 +31,7 @@ void main()
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
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int iter = 0;
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int iter = 0;
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for (iter = 0; iter < maxIterations; ++iter)
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for (iter = 0; iter < maxIterations; iter++)
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{
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{
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float aa = a*a;
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float aa = a*a;
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float bb = b*b;
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float bb = b*b;
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@ -2662,7 +2662,7 @@ const char *GetApplicationDirectory(void)
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if (len > 0)
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if (len > 0)
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{
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{
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for (int i = len; i >= 0; --i)
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for (int i = len; i >= 0; i--)
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{
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{
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if (appDir[i] == '\\')
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if (appDir[i] == '\\')
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{
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{
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@ -2684,7 +2684,7 @@ const char *GetApplicationDirectory(void)
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if (len > 0)
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if (len > 0)
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{
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{
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for (int i = len; i >= 0; --i)
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for (int i = len; i >= 0; i--)
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{
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{
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if (appDir[i] == '/')
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if (appDir[i] == '/')
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{
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{
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@ -2706,7 +2706,7 @@ const char *GetApplicationDirectory(void)
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if (_NSGetExecutablePath(appDir, &size) == 0)
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if (_NSGetExecutablePath(appDir, &size) == 0)
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{
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{
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int appDirLength = (int)strlen(appDir);
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int appDirLength = (int)strlen(appDir);
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for (int i = appDirLength; i >= 0; --i)
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for (int i = appDirLength; i >= 0; i--)
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{
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{
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if (appDir[i] == '/')
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if (appDir[i] == '/')
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{
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{
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@ -2729,7 +2729,7 @@ const char *GetApplicationDirectory(void)
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if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0)
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if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0)
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{
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{
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int appDirLength = (int)strlen(appDir);
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int appDirLength = (int)strlen(appDir);
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for (int i = appDirLength; i >= 0; --i)
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for (int i = appDirLength; i >= 0; i--)
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{
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{
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if (appDir[i] == '/')
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if (appDir[i] == '/')
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{
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{
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