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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_particle_dot_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_particle_dot_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_vert.glsl32
1 files changed, 17 insertions, 15 deletions
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
index 6dfc212a776..e51b829adb5 100644
--- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
@@ -10,26 +10,28 @@ in float val;
out vec4 radii;
flat out float finalVal;
-void main() {
- gl_Position = ModelViewMatrix * vec4(pos, 1.0);
+void main()
+{
+ gl_Position = ModelViewMatrix * vec4(pos, 1.0);
- float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) : (size / pixel_size);
+ float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) :
+ (size / pixel_size);
- gl_PointSize = psize;
+ gl_PointSize = psize;
- // calculate concentric radii in pixels
- float radius = 0.5 * psize;
+ // calculate concentric radii in pixels
+ float radius = 0.5 * psize;
- // start at the outside and progress toward the center
- radii[0] = radius;
- radii[1] = radius - 1.0;
- radii[2] = radius - 1.0;
- radii[3] = radius - 2.0;
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - 1.0;
+ radii[3] = radius - 2.0;
- // convert to PointCoord units
- radii /= psize;
+ // convert to PointCoord units
+ radii /= psize;
- gl_Position = ProjectionMatrix * gl_Position;
+ gl_Position = ProjectionMatrix * gl_Position;
- finalVal = val;
+ finalVal = val;
}