diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/prepass_vert.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/prepass_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/prepass_vert.glsl | 36 |
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 */ } |