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/gpencil/shaders/fx/gpencil_fx_shadow_resolve_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/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl index 0343d0d42fc..3ef11008adf 100644 --- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl @@ -10,23 +10,23 @@ out vec4 FragColor; void main() { - ivec2 uv = ivec2(gl_FragCoord.xy); + ivec2 uv = ivec2(gl_FragCoord.xy); - float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r; - float shadow_depth = texelFetch(shadowDepth, uv.xy, 0).r; - vec4 stroke_pixel= texelFetch(strokeColor, uv.xy, 0); - vec4 shadow_pixel= texelFetch(shadowColor, uv.xy, 0); + float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r; + float shadow_depth = texelFetch(shadowDepth, uv.xy, 0).r; + vec4 stroke_pixel = texelFetch(strokeColor, uv.xy, 0); + vec4 shadow_pixel = texelFetch(shadowColor, uv.xy, 0); - /* copy original pixel */ - vec4 outcolor = stroke_pixel; - float outdepth = stroke_depth; + /* copy original pixel */ + vec4 outcolor = stroke_pixel; + float outdepth = stroke_depth; - /* if stroke is not on top, copy shadow */ - if ((stroke_pixel.a <= 0.2) && (shadow_pixel.a > 0.0)) { - outcolor = shadow_pixel; - outdepth = shadow_depth; - } + /* if stroke is not on top, copy shadow */ + if ((stroke_pixel.a <= 0.2) && (shadow_pixel.a > 0.0)) { + outcolor = shadow_pixel; + outdepth = shadow_depth; + } - gl_FragDepth = outdepth; - FragColor = outcolor; + gl_FragDepth = outdepth; + FragColor = outcolor; } |