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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_prim_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_prim_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl56
1 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
index 3df5115db76..0f626626498 100644
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
@@ -18,42 +18,42 @@ flat out vec4 finalColor;
vec3 rotate(vec3 vec, vec4 quat)
{
- /* The quaternion representation here stores the w component in the first index */
- return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
+ /* The quaternion representation here stores the w component in the first index */
+ return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
}
void main()
{
- if (screen_space == 1) {
- gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0);
- gl_Position = ProjectionMatrix * gl_Position;
- }
- else {
- float size = draw_size;
+ if (screen_space == 1) {
+ gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0);
+ gl_Position = ProjectionMatrix * gl_Position;
+ }
+ else {
+ float size = draw_size;
- if (axis > -1) {
- size *= 2;
- }
+ if (axis > -1) {
+ size *= 2;
+ }
- gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0);
- }
+ gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0);
+ }
#ifdef USE_AXIS
- if (axis == 0) {
- finalColor = vec4(1.0, 0.0, 0.0, 1.0);
- }
- else if (axis == 1) {
- finalColor = vec4(0.0, 1.0, 0.0, 1.0);
- }
- else {
- finalColor = vec4(0.0, 0.0, 1.0, 1.0);
- }
+ if (axis == 0) {
+ finalColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ else if (axis == 1) {
+ finalColor = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+ else {
+ finalColor = vec4(0.0, 0.0, 1.0, 1.0);
+ }
#else
- if (val < 0.0) {
- finalColor = vec4(color, 1.0);
- }
- else {
- finalColor = vec4(texture(ramp, val).rgb, 1.0);
- }
+ if (val < 0.0) {
+ finalColor = vec4(color, 1.0);
+ }
+ else {
+ finalColor = vec4(texture(ramp, val).rgb, 1.0);
+ }
#endif
}