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/object_mball_handles_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/object_mball_handles_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_mball_handles_vert.glsl | 22 |
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 } |