diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
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_nodelink_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_nodelink_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl | 121 |
1 files changed, 58 insertions, 63 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl index 220adba817a..4567429f645 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl @@ -20,26 +20,26 @@ in ivec4 colid_doarrow; uniform vec4 colors[6]; -#define colStart colors[colid_doarrow[0]] -#define colEnd colors[colid_doarrow[1]] -#define colShadow colors[colid_doarrow[2]] -#define doArrow (colid_doarrow[3] != 0) +# define colStart colors[colid_doarrow[0]] +# define colEnd colors[colid_doarrow[1]] +# define colShadow colors[colid_doarrow[2]] +# define doArrow (colid_doarrow[3] != 0) #else /* Single curve drawcall, use uniform. */ uniform vec2 bezierPts[4]; -#define P0 bezierPts[0] -#define P1 bezierPts[1] -#define P2 bezierPts[2] -#define P3 bezierPts[3] +# define P0 bezierPts[0] +# define P1 bezierPts[1] +# define P2 bezierPts[2] +# define P3 bezierPts[3] uniform vec4 colors[3]; uniform bool doArrow; -#define colShadow colors[0] -#define colStart colors[1] -#define colEnd colors[2] +# define colShadow colors[0] +# define colStart colors[1] +# define colEnd colors[2] #endif @@ -52,56 +52,51 @@ out vec4 finalColor; void main(void) { - float t = uv.x; - float t2 = t * t; - float t2_3 = 3.0 * t2; - float one_minus_t = 1.0 - t; - float one_minus_t2 = one_minus_t * one_minus_t; - float one_minus_t2_3 = 3.0 * one_minus_t2; - - vec2 point = (P0 * one_minus_t2 * one_minus_t + - P1 * one_minus_t2_3 * t + - P2 * t2_3 * one_minus_t + - P3 * t2 * t); - - vec2 tangent = ((P1 - P0) * one_minus_t2_3 + - (P2 - P1) * 6.0 * (t - t2) + - (P3 - P2) * t2_3); - - /* tangent space at t */ - tangent = normalize(tangent); - vec2 normal = tangent.yx * vec2(-1.0, 1.0); - - /* Position vertex on the curve tangent space */ - point += (pos.x * tangent + pos.y * normal) * arrowSize; - - gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0); - - vec2 exp_axis = expand.x * tangent + expand.y * normal; - - /* rotate & scale the expand axis */ - exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx + - ModelViewProjectionMatrix[1].xy * exp_axis.yy; - - - float expand_dist = (uv.y * 2.0 - 1.0); - colorGradient = expand_dist; - - if (gl_VertexID < MID_VERTEX) { - /* Shadow pass */ - finalColor = colShadow; - } - else { - /* Second pass */ - finalColor = mix(colStart, colEnd, uv.x); - expand_dist *= 0.5; - } - - /* Expand into a line */ - gl_Position.xy += exp_axis * expandSize * expand_dist; - - /* if arrow */ - if (expand.y != 1.0 && !doArrow) { - gl_Position.xy *= 0.0; - } + float t = uv.x; + float t2 = t * t; + float t2_3 = 3.0 * t2; + float one_minus_t = 1.0 - t; + float one_minus_t2 = one_minus_t * one_minus_t; + float one_minus_t2_3 = 3.0 * one_minus_t2; + + vec2 point = (P0 * one_minus_t2 * one_minus_t + P1 * one_minus_t2_3 * t + + P2 * t2_3 * one_minus_t + P3 * t2 * t); + + vec2 tangent = ((P1 - P0) * one_minus_t2_3 + (P2 - P1) * 6.0 * (t - t2) + (P3 - P2) * t2_3); + + /* tangent space at t */ + tangent = normalize(tangent); + vec2 normal = tangent.yx * vec2(-1.0, 1.0); + + /* Position vertex on the curve tangent space */ + point += (pos.x * tangent + pos.y * normal) * arrowSize; + + gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0); + + vec2 exp_axis = expand.x * tangent + expand.y * normal; + + /* rotate & scale the expand axis */ + exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx + + ModelViewProjectionMatrix[1].xy * exp_axis.yy; + + float expand_dist = (uv.y * 2.0 - 1.0); + colorGradient = expand_dist; + + if (gl_VertexID < MID_VERTEX) { + /* Shadow pass */ + finalColor = colShadow; + } + else { + /* Second pass */ + finalColor = mix(colStart, colEnd, uv.x); + expand_dist *= 0.5; + } + + /* Expand into a line */ + gl_Position.xy += exp_axis * expandSize * expand_dist; + + /* if arrow */ + if (expand.y != 1.0 && !doArrow) { + gl_Position.xy *= 0.0; + } } |