diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-04-09 09:34:15 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2017-04-09 09:36:39 +0300 |
commit | 928f5df1b4bd2304c44c98ff791ae9fa2c7d4f86 (patch) | |
tree | 911db3fe7d0c44ccb51c5ab173430b36c55d2509 | |
parent | c800ee6bfe602d1cdfafc042228add3692bdb12e (diff) |
Cleanup: glsl indentation
6 files changed, 20 insertions, 16 deletions
diff --git a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl b/intern/opencolorio/gpu_shader_display_transform_vertex.glsl index a6c00b080b2..7f30d4b55a6 100644 --- a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl +++ b/intern/opencolorio/gpu_shader_display_transform_vertex.glsl @@ -13,6 +13,6 @@ uniform mat4 ModelViewProjectionMatrix; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); - texCoord_interp = texCoord; + gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); + texCoord_interp = texCoord; } diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 3a91e284184..5067155aced 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -66,7 +66,7 @@ float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); } float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) { - return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection); + return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection); } vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 019f2d522f6..c6e1ff3d2d5 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -103,15 +103,15 @@ void main() sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */ ? normalize(cameraPos - worldPosition) : normalize(eye); - sd.W = worldPosition; - sd.R = reflect(-sd.V, sd.N); + sd.W = worldPosition; + sd.R = reflect(-sd.V, sd.N); /* hardcoded test vars */ vec3 albedo = vec3(0.0); vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0)); float roughness = 0.1; - sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness); + sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness); vec3 radiance = vec3(0.0); for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) { diff --git a/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl index fa0197573ff..049333c8e4f 100644 --- a/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl @@ -10,10 +10,12 @@ flat in int faceActive; out vec4 FragColor; -const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0)); +const mat4 stipple_matrix = mat4( + vec4(1.0, 0.0, 0.0, 0.0), + vec4(0.0, 0.0, 0.0, 0.0), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(0.0, 0.0, 0.0, 0.0) +); void main() { diff --git a/source/blender/draw/modes/shaders/edit_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_frag.glsl index cca1a2cc8e5..56eb931b893 100644 --- a/source/blender/draw/modes/shaders/edit_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_overlay_frag.glsl @@ -69,10 +69,12 @@ const ivec3 clipPointIdx[6] = ivec3[6]( ivec3(2, 1, 0) ); -const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0)); +const mat4 stipple_matrix = mat4( + vec4(1.0, 0.0, 0.0, 0.0), + vec4(0.0, 0.0, 0.0, 0.0), + vec4(0.0, 0.0, 1.0, 0.0), + vec4(0.0, 0.0, 0.0, 0.0) +); void colorDist(vec4 color, float dist) { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl index f5217a9d238..2f26bb4d8d1 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl @@ -14,6 +14,6 @@ uniform mat4 ModelViewProjectionMatrix; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); - texCoord_interp = texCoord; + gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); + texCoord_interp = texCoord; } |