diff --git a/FModel/Resources/bone.vert b/FModel/Resources/bone.vert index a1eda419..e9ae97fb 100644 --- a/FModel/Resources/bone.vert +++ b/FModel/Resources/bone.vert @@ -12,7 +12,7 @@ out vec3 fColor; void main() { - gl_PointSize = 7.5f; + gl_PointSize = 7.5; gl_Position = uProjection * uView * uInstanceMatrix * vec4(vPos, 1.0); fPos = vec3(uInstanceMatrix * vec4(vPos, 1.0)); fColor = vColor; diff --git a/FModel/Resources/collision.vert b/FModel/Resources/collision.vert index b2036c3c..9f0d7da2 100644 --- a/FModel/Resources/collision.vert +++ b/FModel/Resources/collision.vert @@ -13,7 +13,7 @@ out vec3 fColor; void main() { - gl_PointSize = 7.5f; + gl_PointSize = 7.5; gl_Position = uProjection * uView * uInstanceMatrix * uCollisionMatrix * vec4(vPos.xzy * uScaleDown, 1.0); fPos = vec3(uInstanceMatrix * uCollisionMatrix * vec4(vPos.xzy * uScaleDown, 1.0)); fColor = vec3(1.0); diff --git a/FModel/Resources/default.vert b/FModel/Resources/default.vert index 256da578..9a79747c 100644 --- a/FModel/Resources/default.vert +++ b/FModel/Resources/default.vert @@ -87,7 +87,7 @@ void main() float distanceAlong = GetAxisValueRef(params.ForwardAxis, bindPos.xzy); vec3 computed = ComputeRatioAlongSpline(params, distanceAlong); mat4 sliceTransform = CalcSliceTransformAtSplineOffset(params, computed); - SetAxisValueRef(params.ForwardAxis, bindPos.xzy, 0f); + SetAxisValueRef(params.ForwardAxis, bindPos.xzy, 0.0); finalPos = (sliceTransform * bindPos.xzyw).xzyw; finalNormal = bindNormal; diff --git a/FModel/Resources/grid.vert b/FModel/Resources/grid.vert index 8980cea4..6678feb4 100644 --- a/FModel/Resources/grid.vert +++ b/FModel/Resources/grid.vert @@ -32,5 +32,5 @@ void main() outVar.view = view; outVar.nearPoint = UnprojectPoint(vPos.xy, -1.0).xyz; outVar.farPoint = UnprojectPoint(vPos.xy, 1.0).xyz; - gl_Position = vec4(vPos, 1.0f); + gl_Position = vec4(vPos, 1.0); } diff --git a/FModel/Resources/outline.vert b/FModel/Resources/outline.vert index 2e3cf6a5..b65d8cf0 100644 --- a/FModel/Resources/outline.vert +++ b/FModel/Resources/outline.vert @@ -68,7 +68,7 @@ void main() float distanceAlong = GetAxisValueRef(params.ForwardAxis, bindPos.xzy); vec3 computed = ComputeRatioAlongSpline(params, distanceAlong); mat4 sliceTransform = CalcSliceTransformAtSplineOffset(params, computed); - SetAxisValueRef(params.ForwardAxis, bindPos.xzy, 0f); + SetAxisValueRef(params.ForwardAxis, bindPos.xzy, 0.0); finalPos = (sliceTransform * bindPos.xzyw).xzyw; finalNormal = bindNormal; diff --git a/FModel/Resources/picking.vert b/FModel/Resources/picking.vert index 745cbc04..3cbddf51 100644 --- a/FModel/Resources/picking.vert +++ b/FModel/Resources/picking.vert @@ -53,7 +53,7 @@ void main() float distanceAlong = GetAxisValueRef(params.ForwardAxis, bindPos.xzy); vec3 computed = ComputeRatioAlongSpline(params, distanceAlong); mat4 sliceTransform = CalcSliceTransformAtSplineOffset(params, computed); - SetAxisValueRef(params.ForwardAxis, bindPos.xzy, 0f); + SetAxisValueRef(params.ForwardAxis, bindPos.xzy, 0.0); finalPos = (sliceTransform * bindPos.xzyw).xzyw; } diff --git a/FModel/Resources/spline.vert b/FModel/Resources/spline.vert index af594ba3..16da8af6 100644 --- a/FModel/Resources/spline.vert +++ b/FModel/Resources/spline.vert @@ -39,7 +39,7 @@ vec3 getSafeNormal(vec3 vector) { return vector; } - if (squareSum < 1e-8f) { + if (squareSum < 1e-8) { return vec3(0.0); // Return a zero vector } @@ -95,11 +95,11 @@ vec3 SplineEvalPos(GpuSplineMeshParams params, float a) vec3 ComputeRatioAlongSpline(GpuSplineMeshParams params, float distanceAlong) { - float alpha = 0f; - float minT = 0f; - float maxT = 1f; + float alpha = 0.0; + float minT = 0.0; + float maxT = 1.0; - const float SmallNumber = 1e-8f; + const float SmallNumber = 1e-8; bool bHasCustomBoundary = abs(params.SplineBoundaryMin - params.SplineBoundaryMax) > SmallNumber; if (bHasCustomBoundary) { @@ -115,7 +115,7 @@ vec3 ComputeRatioAlongSpline(GpuSplineMeshParams params, float distanceAlong) float boundMinT = (boundMin - params.SplineBoundaryMin) / (params.SplineBoundaryMax - params.SplineBoundaryMin); float boundMaxT = (boundMax - params.SplineBoundaryMin) / (params.SplineBoundaryMax - params.SplineBoundaryMin); - const float MaxSplineExtrapolation = 4.0f; + const float MaxSplineExtrapolation = 4.0; minT = max(-MaxSplineExtrapolation, boundMinT); maxT = min(boundMaxT, MaxSplineExtrapolation); } @@ -137,7 +137,7 @@ mat4 CalcSliceTransformAtSplineOffset(GpuSplineMeshParams params, vec3 computed) float minT = computed.y; float maxT = computed.z; - float hermiteAlpha = params.bSmoothInterpRollScale ? smoothstep(0.0f, 1.0f, alpha) : alpha; + float hermiteAlpha = params.bSmoothInterpRollScale ? smoothstep(0.0, 1.0, alpha) : alpha; vec3 splinePos; vec3 splineDir; @@ -183,25 +183,25 @@ mat4 CalcSliceTransformAtSplineOffset(GpuSplineMeshParams params, vec3 computed) vec3 scale; switch (params.ForwardAxis) { case 0: - sliceTransform[0] = vec4(splineDir, 0f); - sliceTransform[1] = vec4(xVec, 0f); - sliceTransform[2] = vec4(yVec, 0f); - sliceTransform[3] = vec4(splinePos, 1f); - scale = vec3(1, useScale.x, useScale.y); + sliceTransform[0] = vec4(splineDir, 0.0); + sliceTransform[1] = vec4(xVec, 0.0); + sliceTransform[2] = vec4(yVec, 0.0); + sliceTransform[3] = vec4(splinePos, 1.0); + scale = vec3(1.0, useScale.x, useScale.y); break; case 1: - sliceTransform[0] = vec4(yVec, 0f); - sliceTransform[1] = vec4(splineDir, 0f); - sliceTransform[2] = vec4(xVec, 0f); - sliceTransform[3] = vec4(splinePos, 1f); - scale = vec3(useScale.y, 1, useScale.x); + sliceTransform[0] = vec4(yVec, 0.0); + sliceTransform[1] = vec4(splineDir, 0.0); + sliceTransform[2] = vec4(xVec, 0.0); + sliceTransform[3] = vec4(splinePos, 1.0); + scale = vec3(useScale.y, 1.0, useScale.x); break; case 2: - sliceTransform[0] = vec4(xVec, 0f); - sliceTransform[1] = vec4(yVec, 0f); - sliceTransform[2] = vec4(splineDir, 0f); - sliceTransform[3] = vec4(splinePos, 1f); - scale = vec3(useScale.x, useScale.y, 1); + sliceTransform[0] = vec4(xVec, 0.0); + sliceTransform[1] = vec4(yVec, 0.0); + sliceTransform[2] = vec4(splineDir, 0.0); + sliceTransform[3] = vec4(splinePos, 1.0); + scale = vec3(useScale.x, useScale.y, 1.0); break; }