diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/modes/shaders/object_outline_prepass_geom.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_outline_prepass_geom.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl index 36999267ef2..97d4bdacf07 100644 --- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl +++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl @@ -9,45 +9,45 @@ in vec3 vPos[]; void vert_from_gl_in(int v) { - gl_Position = pPos[v]; + gl_Position = pPos[v]; #ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance); + world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance); #endif } void main() { - bool is_persp = (ProjectionMatrix[3][3] == 0.0); + bool is_persp = (ProjectionMatrix[3][3] == 0.0); - vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0); + vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0); - vec3 v10 = vPos[0] - vPos[1]; - vec3 v12 = vPos[2] - vPos[1]; - vec3 v13 = vPos[3] - vPos[1]; + vec3 v10 = vPos[0] - vPos[1]; + vec3 v12 = vPos[2] - vPos[1]; + vec3 v13 = vPos[3] - vPos[1]; - vec3 n0 = cross(v12, v10); - vec3 n3 = cross(v13, v12); + vec3 n0 = cross(v12, v10); + vec3 n3 = cross(v13, v12); - float fac0 = dot(view_vec, n0); - float fac3 = dot(view_vec, n3); + float fac0 = dot(view_vec, n0); + float fac3 = dot(view_vec, n3); - /* If both adjacent verts are facing the camera the same way, - * then it isn't an outline edge. */ - if (sign(fac0) == sign(fac3)) { - return; - } + /* If both adjacent verts are facing the camera the same way, + * then it isn't an outline edge. */ + if (sign(fac0) == sign(fac3)) { + return; + } - /* Don't outline if concave edge. */ - /* That would hide a lot of non useful edge but it flickers badly. - * TODO revisit later... */ - // if (dot(n0, v13) > 0.01) - // return; + /* Don't outline if concave edge. */ + /* That would hide a lot of non useful edge but it flickers badly. + * TODO revisit later... */ + // if (dot(n0, v13) > 0.01) + // return; - vert_from_gl_in(1); - EmitVertex(); + vert_from_gl_in(1); + EmitVertex(); - vert_from_gl_in(2); - EmitVertex(); + vert_from_gl_in(2); + EmitVertex(); - EndPrimitive(); + EndPrimitive(); } |