diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index e7b51b8fb55..a8f3cf7a52b 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -20,13 +20,13 @@ uniform sampler2D depthBuffer; #endif #ifdef MIN_PASS -#define minmax2(a, b) min(a, b) -#define minmax3(a, b, c) min(min(a, b), c) -#define minmax4(a, b, c, d) min(min(min(a, b), c), d) +# define minmax2(a, b) min(a, b) +# define minmax3(a, b, c) min(min(a, b), c) +# define minmax4(a, b, c, d) min(min(min(a, b), c), d) #else /* MAX_PASS */ -#define minmax2(a, b) max(a, b) -#define minmax3(a, b, c) max(max(a, b), c) -#define minmax4(a, b, c, d) max(max(max(a, b), c), d) +# define minmax2(a, b) max(a, b) +# define minmax3(a, b, c) max(max(a, b), c) +# define minmax4(a, b, c, d) max(max(max(a, b), c), d) #endif /* On some AMD card / driver combination, it is needed otherwise, @@ -37,59 +37,59 @@ out vec4 fragColor; void main() { - ivec2 texelPos = ivec2(gl_FragCoord.xy); - ivec2 mipsize = textureSize(depthBuffer, 0).xy; + ivec2 texelPos = ivec2(gl_FragCoord.xy); + ivec2 mipsize = textureSize(depthBuffer, 0).xy; #ifndef COPY_DEPTH - texelPos *= 2; + texelPos *= 2; #endif #ifdef COPY_DEPTH - float val = sampleLowerMip(texelPos); + float val = sampleLowerMip(texelPos); #else - vec4 samp; + vec4 samp; # ifdef GPU_ARB_texture_gather - /* + 1.0 to gather at the center of target 4 texels. */ - samp = gatherLowerMip((vec2(texelPos) + 1.0) / vec2(mipsize)); + /* + 1.0 to gather at the center of target 4 texels. */ + samp = gatherLowerMip((vec2(texelPos) + 1.0) / vec2(mipsize)); # else - samp.x = sampleLowerMip(texelPos); - samp.y = sampleLowerMip(texelPos + ivec2(1, 0)); - samp.z = sampleLowerMip(texelPos + ivec2(1, 1)); - samp.w = sampleLowerMip(texelPos + ivec2(0, 1)); + samp.x = sampleLowerMip(texelPos); + samp.y = sampleLowerMip(texelPos + ivec2(1, 0)); + samp.z = sampleLowerMip(texelPos + ivec2(1, 1)); + samp.w = sampleLowerMip(texelPos + ivec2(0, 1)); # endif - float val = minmax4(samp.x, samp.y, samp.z, samp.w); + float val = minmax4(samp.x, samp.y, samp.z, samp.w); - /* if we are reducing an odd-width texture then fetch the edge texels */ - if (((mipsize.x & 1) != 0) && (texelPos.x == mipsize.x - 3)) { - /* if both edges are odd, fetch the top-left corner texel */ - if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { - samp.x = sampleLowerMip(texelPos + ivec2(2, 2)); - val = minmax2(val, samp.x); - } + /* if we are reducing an odd-width texture then fetch the edge texels */ + if (((mipsize.x & 1) != 0) && (texelPos.x == mipsize.x - 3)) { + /* if both edges are odd, fetch the top-left corner texel */ + if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { + samp.x = sampleLowerMip(texelPos + ivec2(2, 2)); + val = minmax2(val, samp.x); + } # ifdef GPU_ARB_texture_gather - samp = gatherLowerMip((vec2(texelPos) + vec2(2.0, 1.0)) / vec2(mipsize)); + samp = gatherLowerMip((vec2(texelPos) + vec2(2.0, 1.0)) / vec2(mipsize)); # else - samp.y = sampleLowerMip(texelPos + ivec2(2, 0)); - samp.z = sampleLowerMip(texelPos + ivec2(2, 1)); + samp.y = sampleLowerMip(texelPos + ivec2(2, 0)); + samp.z = sampleLowerMip(texelPos + ivec2(2, 1)); # endif - val = minmax3(val, samp.y, samp.z); - } - /* if we are reducing an odd-height texture then fetch the edge texels */ - if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { + val = minmax3(val, samp.y, samp.z); + } + /* if we are reducing an odd-height texture then fetch the edge texels */ + if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { # ifdef GPU_ARB_texture_gather - samp = gatherLowerMip((vec2(texelPos) + vec2(1.0, 2.0)) / vec2(mipsize)); + samp = gatherLowerMip((vec2(texelPos) + vec2(1.0, 2.0)) / vec2(mipsize)); # else - samp.x = sampleLowerMip(texelPos + ivec2(0, 2)); - samp.y = sampleLowerMip(texelPos + ivec2(1, 2)); + samp.x = sampleLowerMip(texelPos + ivec2(0, 2)); + samp.y = sampleLowerMip(texelPos + ivec2(1, 2)); # endif - val = minmax3(val, samp.x, samp.y); - } + val = minmax3(val, samp.x, samp.y); + } #endif #if defined(GPU_INTEL) || defined(GPU_ATI) - /* Use color format instead of 24bit depth texture */ - fragColor = vec4(val); + /* Use color format instead of 24bit depth texture */ + fragColor = vec4(val); #endif - gl_FragDepth = val; + gl_FragDepth = val; } |