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authormakamys <makamys@outlook.com>2022-06-25 18:00:14 +0200
committermakamys <makamys@outlook.com>2022-06-25 18:06:47 +0200
commitfaa2dd168f2f46a869be8497a63ca4f4f24d0c5c (patch)
tree3697abada8e5637f78cee12f7942250b027fcb59 /src/main/java/makamys/neodymium/renderer/NeoRenderer.java
parent597c07013649361719de257b221b33cfdf35b923 (diff)
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Fix indentation
Diffstat (limited to 'src/main/java/makamys/neodymium/renderer/NeoRenderer.java')
-rw-r--r--src/main/java/makamys/neodymium/renderer/NeoRenderer.java110
1 files changed, 55 insertions, 55 deletions
diff --git a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
index 78a4b21..aae651a 100644
--- a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
+++ b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
@@ -375,62 +375,62 @@ public class NeoRenderer {
return true;
}
- public void reloadShader(int pass) {
- Set<String> defines = new HashSet<>();
- if(Config.renderFog) {
- defines.add("RENDER_FOG");
- }
- if(Config.simplifyChunkMeshes) {
- defines.add("SIMPLIFY_MESHES");
- }
- if(Config.shortUV) {
- defines.add("SHORT_UV");
- }
- if(pass == 0) {
- defines.add("PASS_0");
- }
-
- boolean errors = false;
-
- int vertexShader;
- vertexShader = glCreateShader(GL_VERTEX_SHADER);
-
- glShaderSource(vertexShader, Preprocessor.preprocess(Util.readFile("shaders/chunk.vert"), defines));
- glCompileShader(vertexShader);
-
- if(glGetShaderi(vertexShader, GL_COMPILE_STATUS) == 0) {
- System.out.println("Error compiling vertex shader: " + glGetShaderInfoLog(vertexShader, 256));
- errors = true;
- }
-
- int fragmentShader;
- fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
-
- glShaderSource(fragmentShader, Preprocessor.preprocess(Util.readFile("shaders/chunk.frag"), defines));
- glCompileShader(fragmentShader);
-
- if(glGetShaderi(fragmentShader, GL_COMPILE_STATUS) == 0) {
- System.out.println("Error compiling fragment shader: " + glGetShaderInfoLog(fragmentShader, 256));
- errors = true;
- }
-
- int newShaderProgram = glCreateProgram();
- glAttachShader(newShaderProgram, vertexShader);
- glAttachShader(newShaderProgram, fragmentShader);
- glLinkProgram(newShaderProgram);
-
- if(glGetProgrami(newShaderProgram, GL_LINK_STATUS) == 0) {
- System.out.println("Error linking shader: " + glGetShaderInfoLog(newShaderProgram, 256));
- errors = true;
- }
-
- if(!errors) {
- shaderPrograms[pass] = newShaderProgram;
- }
-
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
+ public void reloadShader(int pass) {
+ Set<String> defines = new HashSet<>();
+ if(Config.renderFog) {
+ defines.add("RENDER_FOG");
+ }
+ if(Config.simplifyChunkMeshes) {
+ defines.add("SIMPLIFY_MESHES");
+ }
+ if(Config.shortUV) {
+ defines.add("SHORT_UV");
}
+ if(pass == 0) {
+ defines.add("PASS_0");
+ }
+
+ boolean errors = false;
+
+ int vertexShader;
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+
+ glShaderSource(vertexShader, Preprocessor.preprocess(Util.readFile("shaders/chunk.vert"), defines));
+ glCompileShader(vertexShader);
+
+ if(glGetShaderi(vertexShader, GL_COMPILE_STATUS) == 0) {
+ System.out.println("Error compiling vertex shader: " + glGetShaderInfoLog(vertexShader, 256));
+ errors = true;
+ }
+
+ int fragmentShader;
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource(fragmentShader, Preprocessor.preprocess(Util.readFile("shaders/chunk.frag"), defines));
+ glCompileShader(fragmentShader);
+
+ if(glGetShaderi(fragmentShader, GL_COMPILE_STATUS) == 0) {
+ System.out.println("Error compiling fragment shader: " + glGetShaderInfoLog(fragmentShader, 256));
+ errors = true;
+ }
+
+ int newShaderProgram = glCreateProgram();
+ glAttachShader(newShaderProgram, vertexShader);
+ glAttachShader(newShaderProgram, fragmentShader);
+ glLinkProgram(newShaderProgram);
+
+ if(glGetProgrami(newShaderProgram, GL_LINK_STATUS) == 0) {
+ System.out.println("Error linking shader: " + glGetShaderInfoLog(newShaderProgram, 256));
+ errors = true;
+ }
+
+ if(!errors) {
+ shaderPrograms[pass] = newShaderProgram;
+ }
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+ }
public void reloadShader() {
reloadShader(0);