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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/object_mball_handles_vert.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/object_mball_handles_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/object_mball_handles_vert.glsl22
1 files changed, 10 insertions, 12 deletions
diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
index a2bd08be3c1..c395ed01bca 100644
--- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
@@ -3,7 +3,6 @@
* and scales the shape according to per-instance attributes
* Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
-
uniform mat4 ViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec3 screen_vecs[2];
@@ -20,20 +19,19 @@ flat out vec4 finalColor;
void main()
{
- mat3 Scamat = mat3(ScaleTranslationMatrix);
- vec4 world_pos = vec4(
- ScaleTranslationMatrix[0][3],
- ScaleTranslationMatrix[1][3],
- ScaleTranslationMatrix[2][3],
- 1.0);
+ mat3 Scamat = mat3(ScaleTranslationMatrix);
+ vec4 world_pos = vec4(ScaleTranslationMatrix[0][3],
+ ScaleTranslationMatrix[1][3],
+ ScaleTranslationMatrix[2][3],
+ 1.0);
- vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
- world_pos.xyz += Scamat * (screen_pos * radius);
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ world_pos.xyz += Scamat * (screen_pos * radius);
- gl_Position = ViewProjectionMatrix * world_pos;
- finalColor = vec4(color, 1.0);
+ gl_Position = ViewProjectionMatrix * world_pos;
+ finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * world_pos).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * world_pos).xyz);
#endif
}