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_particle_dot_frag.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_particle_dot_frag.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_particle_dot_frag.glsl | 83 |
1 files changed, 42 insertions, 41 deletions
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl index e8bf7884701..d15580056b0 100644 --- a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl +++ b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl @@ -8,45 +8,46 @@ flat in float finalVal; out vec4 fragColor; -void main() { - float dist = length(gl_PointCoord - vec2(0.5)); - -// transparent outside of point -// --- 0 --- -// smooth transition -// --- 1 --- -// pure outline color -// --- 2 --- -// smooth transition -// --- 3 --- -// pure point color -// ... -// dist = 0 at center of point - - float midStroke = 0.5 * (radii[1] + radii[2]); - - if (dist > midStroke) { - if (finalVal < 0.0) { - fragColor.rgb = outlineColor; - } - else { - fragColor.rgb = texture(ramp, finalVal).rgb; - } - - fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist)); - } - else { - if (finalVal < 0.0) { - fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist)); - } - else { - fragColor.rgb = texture(ramp, finalVal).rgb; - } - - fragColor.a = 1.0; - } - - if (fragColor.a == 0.0) { - discard; - } +void main() +{ + float dist = length(gl_PointCoord - vec2(0.5)); + + // transparent outside of point + // --- 0 --- + // smooth transition + // --- 1 --- + // pure outline color + // --- 2 --- + // smooth transition + // --- 3 --- + // pure point color + // ... + // dist = 0 at center of point + + float midStroke = 0.5 * (radii[1] + radii[2]); + + if (dist > midStroke) { + if (finalVal < 0.0) { + fragColor.rgb = outlineColor; + } + else { + fragColor.rgb = texture(ramp, finalVal).rgb; + } + + fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist)); + } + else { + if (finalVal < 0.0) { + fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist)); + } + else { + fragColor.rgb = texture(ramp, finalVal).rgb; + } + + fragColor.a = 1.0; + } + + if (fragColor.a == 0.0) { + discard; + } } |