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/gpu/shaders/gpu_shader_2D_area_borders_vert.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/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl | 45 |
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)); } |