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/workbench/shaders/workbench_forward_transparent_accum_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/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | 69 |
1 files changed, 35 insertions, 34 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index b3642b7beb3..e654141df5c 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -29,62 +29,63 @@ in vec2 uv_interp; uniform sampler2D matcapImage; #endif -layout(std140) uniform world_block { - WorldData world_data; +layout(std140) uniform world_block +{ + WorldData world_data; }; -layout(location=0) out vec4 transparentAccum; -layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */ +layout(location = 0) out vec4 transparentAccum; +layout(location = 1) out + float revealageAccum; /* revealage actually stored in transparentAccum.a */ void main() { - vec4 diffuse_color; + vec4 diffuse_color; #ifdef V3D_SHADING_TEXTURE_COLOR - diffuse_color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest); - if (diffuse_color.a < ImageTransparencyCutoff) { - discard; - } + diffuse_color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest); + if (diffuse_color.a < ImageTransparencyCutoff) { + discard; + } #else - diffuse_color = vec4(materialDiffuseColor, 1.0); + diffuse_color = vec4(materialDiffuseColor, 1.0); #endif /* V3D_SHADING_TEXTURE_COLOR */ - vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; - vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); + vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; + vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); #ifdef NORMAL_VIEWPORT_PASS_ENABLED - vec3 nor = normalize(normal_viewport); + vec3 nor = normalize(normal_viewport); #endif - /* -------- SHADING --------- */ + /* -------- SHADING --------- */ #ifdef V3D_LIGHTING_FLAT - vec3 shaded_color = diffuse_color.rgb; + vec3 shaded_color = diffuse_color.rgb; #elif defined(V3D_LIGHTING_MATCAP) - bool flipped = world_data.matcap_orientation != 0; - vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped); - vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb; - vec3 shaded_color = matcap * diffuse_color.rgb; + bool flipped = world_data.matcap_orientation != 0; + vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped); + vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb; + vec3 shaded_color = matcap * diffuse_color.rgb; #elif defined(V3D_LIGHTING_STUDIO) - vec3 shaded_color = get_world_lighting(world_data, - diffuse_color.rgb, materialSpecularColor, materialRoughness, - nor, I_vs); + vec3 shaded_color = get_world_lighting( + world_data, diffuse_color.rgb, materialSpecularColor, materialRoughness, nor, I_vs); #endif #ifdef V3D_SHADING_SHADOW - float light_factor = -dot(nor, world_data.shadow_direction_vs.xyz); - float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor); - shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix); + float light_factor = -dot(nor, world_data.shadow_direction_vs.xyz); + float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor); + shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix); #endif - /* Based on : - * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of - * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013 - */ - /* Listing 4 */ - float z = linear_zdepth(gl_FragCoord.z, viewvecs, ProjectionMatrix); - float weight = calculate_transparent_weight(z, alpha); - transparentAccum = vec4(shaded_color * weight, alpha); - revealageAccum = weight; + /* Based on : + * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of + * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013 + */ + /* Listing 4 */ + float z = linear_zdepth(gl_FragCoord.z, viewvecs, ProjectionMatrix); + float weight = calculate_transparent_weight(z, alpha); + transparentAccum = vec4(shaded_color * weight, alpha); + revealageAccum = weight; } |