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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/workbench/shaders/workbench_forward_transparent_accum_frag.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/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl69
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;
}