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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/gpu/shaders/gpu_shader_2D_area_borders_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/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl45
1 files changed, 22 insertions, 23 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index 816e12342a1..d20ddcd27c0 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -9,29 +9,28 @@ in vec2 pos;
out vec2 uv;
-
void main()
{
- int corner_id = (gl_VertexID / cornerLen) % 4;
-
- vec2 final_pos = pos * scale;
-
- if (corner_id == 0) {
- uv = pos + vec2(1.0, 1.0);
- final_pos += rect.yw; /* top right */
- }
- else if (corner_id == 1) {
- uv = pos + vec2(-1.0, 1.0);
- final_pos += rect.xw; /* top left */
- }
- else if (corner_id == 2) {
- uv = pos + vec2(-1.0, -1.0);
- final_pos += rect.xz; /* bottom left */
- }
- else {
- uv = pos + vec2(1.0, -1.0);
- final_pos += rect.yz; /* bottom right */
- }
-
- gl_Position = (ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0));
+ int corner_id = (gl_VertexID / cornerLen) % 4;
+
+ vec2 final_pos = pos * scale;
+
+ if (corner_id == 0) {
+ uv = pos + vec2(1.0, 1.0);
+ final_pos += rect.yw; /* top right */
+ }
+ else if (corner_id == 1) {
+ uv = pos + vec2(-1.0, 1.0);
+ final_pos += rect.xw; /* top left */
+ }
+ else if (corner_id == 2) {
+ uv = pos + vec2(-1.0, -1.0);
+ final_pos += rect.xz; /* bottom left */
+ }
+ else {
+ uv = pos + vec2(1.0, -1.0);
+ final_pos += rect.yz; /* bottom right */
+ }
+
+ gl_Position = (ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0));
}