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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/volumetric_geom.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/volumetric_geom.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl94
1 files changed, 48 insertions, 46 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
index 72545302fd3..96b891c929f 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -2,10 +2,10 @@
#ifdef MESH_SHADER
/* TODO tight slices */
layout(triangles) in;
-layout(triangle_strip, max_vertices=3) out;
+layout(triangle_strip, max_vertices = 3) out;
#else /* World */
layout(triangles) in;
-layout(triangle_strip, max_vertices=3) out;
+layout(triangle_strip, max_vertices = 3) out;
#endif
in vec4 vPos[];
@@ -14,28 +14,29 @@ flat out int slice;
#ifdef MESH_SHADER
/* TODO tight slices */
-void main() {
- gl_Layer = slice = int(vPos[0].z);
-
-#ifdef USE_ATTR
- pass_attr(0);
-#endif
- gl_Position = vPos[0].xyww;
- EmitVertex();
-
-#ifdef USE_ATTR
- pass_attr(1);
-#endif
- gl_Position = vPos[1].xyww;
- EmitVertex();
-
-#ifdef USE_ATTR
- pass_attr(2);
-#endif
- gl_Position = vPos[2].xyww;
- EmitVertex();
-
- EndPrimitive();
+void main()
+{
+ gl_Layer = slice = int(vPos[0].z);
+
+# ifdef USE_ATTR
+ pass_attr(0);
+# endif
+ gl_Position = vPos[0].xyww;
+ EmitVertex();
+
+# ifdef USE_ATTR
+ pass_attr(1);
+# endif
+ gl_Position = vPos[1].xyww;
+ EmitVertex();
+
+# ifdef USE_ATTR
+ pass_attr(2);
+# endif
+ gl_Position = vPos[2].xyww;
+ EmitVertex();
+
+ EndPrimitive();
}
#else /* World */
@@ -43,28 +44,29 @@ void main() {
/* This is just a pass-through geometry shader that send the geometry
* to the layer corresponding to it's depth. */
-void main() {
- gl_Layer = slice = int(vPos[0].z);
-
-#ifdef USE_ATTR
- pass_attr(0);
-#endif
- gl_Position = vPos[0].xyww;
- EmitVertex();
-
-#ifdef USE_ATTR
- pass_attr(1);
-#endif
- gl_Position = vPos[1].xyww;
- EmitVertex();
-
-#ifdef USE_ATTR
- pass_attr(2);
-#endif
- gl_Position = vPos[2].xyww;
- EmitVertex();
-
- EndPrimitive();
+void main()
+{
+ gl_Layer = slice = int(vPos[0].z);
+
+# ifdef USE_ATTR
+ pass_attr(0);
+# endif
+ gl_Position = vPos[0].xyww;
+ EmitVertex();
+
+# ifdef USE_ATTR
+ pass_attr(1);
+# endif
+ gl_Position = vPos[1].xyww;
+ EmitVertex();
+
+# ifdef USE_ATTR
+ pass_attr(2);
+# endif
+ gl_Position = vPos[2].xyww;
+ EmitVertex();
+
+ EndPrimitive();
}
#endif