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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/prepass_vert.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/prepass_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl36
1 files changed, 21 insertions, 15 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index 1a8dbc97317..9196253478a 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -5,8 +5,9 @@ uniform mat4 ModelMatrixInverse;
#ifdef CLIP_PLANES
/* keep in sync with DRWManager.view_data */
-layout(std140) uniform clip_block {
- vec4 ClipPlanes[1];
+layout(std140) uniform clip_block
+{
+ vec4 ClipPlanes[1];
};
#endif
@@ -17,23 +18,28 @@ in vec3 pos;
void main()
{
#ifdef HAIR_SHADER
- float time, thick_time, thickness;
- vec3 pos, tan, binor;
- hair_get_pos_tan_binor_time(
- (ProjectionMatrix[3][3] == 0.0),
- ModelMatrixInverse,
- ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
- pos, tan, binor, time, thickness, thick_time);
+ float time, thick_time, thickness;
+ vec3 pos, tan, binor;
+ hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
+ ModelMatrixInverse,
+ ViewMatrixInverse[3].xyz,
+ ViewMatrixInverse[2].xyz,
+ pos,
+ tan,
+ binor,
+ time,
+ thickness,
+ thick_time);
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
- vec4 worldPosition = vec4(pos, 1.0);
+ gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+ vec4 worldPosition = vec4(pos, 1.0);
#else
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0));
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0));
#endif
#ifdef CLIP_PLANES
- gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), ClipPlanes[0]);
+ gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), ClipPlanes[0]);
#endif
- /* TODO motion vectors */
+ /* TODO motion vectors */
}