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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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_velocity_resolve_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
index 8324c25225c..b9e038ceeaf 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -6,17 +6,17 @@ out vec2 outData;
void main()
{
- /* Extract pixel motion vector from camera movement. */
- ivec2 texel = ivec2(gl_FragCoord.xy);
- vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
+ /* Extract pixel motion vector from camera movement. */
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
- float depth = texelFetch(depthBuffer, texel, 0).r;
+ float depth = texelFetch(depthBuffer, texel, 0).r;
- vec3 world_position = project_point(currPersinv, vec3(uv, depth) * 2.0 - 1.0);
- vec2 uv_history = project_point(pastPersmat, world_position).xy * 0.5 + 0.5;
+ vec3 world_position = project_point(currPersinv, vec3(uv, depth) * 2.0 - 1.0);
+ vec2 uv_history = project_point(pastPersmat, world_position).xy * 0.5 + 0.5;
- outData = uv - uv_history;
+ outData = uv - uv_history;
- /* Encode to unsigned normalized 16bit texture. */
- outData = outData * 0.5 + 0.5;
+ /* Encode to unsigned normalized 16bit texture. */
+ outData = outData * 0.5 + 0.5;
}