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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/modes/shaders/animviz_mpath_lines_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/modes/shaders/animviz_mpath_lines_geom.glsl')
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl40
1 files changed, 22 insertions, 18 deletions
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl b/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
index d9d59880e99..b81f9f639ca 100644
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
+++ b/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
@@ -13,26 +13,30 @@ out vec4 finalColor;
vec2 compute_dir(vec2 v0, vec2 v1)
{
- vec2 dir = normalize(v1 - v0 + 1e-8);
- dir = vec2(-dir.y, dir.x);
- return dir;
+ vec2 dir = normalize(v1 - v0 + 1e-8);
+ dir = vec2(-dir.y, dir.x);
+ return dir;
}
void main(void)
{
- vec2 t;
- vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) / viewportSize;
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- finalColor = finalColor_geom[0];
- t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[0].gl_Position.w : 1.0));
- gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0); EmitVertex();
- gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0); EmitVertex();
-
- finalColor = finalColor_geom[1];
- t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[1].gl_Position.w : 1.0));
- gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0); EmitVertex();
- gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0); EmitVertex();
- EndPrimitive();
+ vec2 t;
+ vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) / viewportSize;
+
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+
+ finalColor = finalColor_geom[0];
+ t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[0].gl_Position.w : 1.0));
+ gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
+ EmitVertex();
+
+ finalColor = finalColor_geom[1];
+ t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[1].gl_Position.w : 1.0));
+ gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
+ EmitVertex();
+ gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0);
+ EmitVertex();
+ EndPrimitive();
}