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/modes/shaders/armature_shape_solid_vert.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/modes/shaders/armature_shape_solid_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl | 27 |
1 files changed, 13 insertions, 14 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl index 8463ffab447..2df25bf0e03 100644 --- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl @@ -19,24 +19,23 @@ out vec4 finalColor; void main() { - mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix))); - vec3 normal = normalize(NormalMatrix * nor); + mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix))); + vec3 normal = normalize(NormalMatrix * nor); - /* Do lighting at an angle to avoid flat shading on front facing bone. */ - const vec3 light = vec3(0.1, 0.1, 0.8); - float n = dot(normal, light); + /* Do lighting at an angle to avoid flat shading on front facing bone. */ + const vec3 light = vec3(0.1, 0.1, 0.8); + float n = dot(normal, light); - /* Smooth lighting factor. */ - const float s = 0.2; /* [0.0-0.5] range */ - float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0); - finalColor.rgb = mix(stateColor, boneColor, fac); - finalColor.a = 1.0; + /* Smooth lighting factor. */ + const float s = 0.2; /* [0.0-0.5] range */ + float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0); + finalColor.rgb = mix(stateColor, boneColor, fac); + finalColor.a = 1.0; - - vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0); - gl_Position = ViewProjectionMatrix * worldPosition; + vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0); + gl_Position = ViewProjectionMatrix * worldPosition; #ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance(worldPosition.xyz); + world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif } |