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_widget_shadow_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_widget_shadow_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl | 88 |
1 files changed, 59 insertions, 29 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl index f6be496ac4f..99f80f6a7f2 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl @@ -12,23 +12,53 @@ /* 4bits for corner id */ #define CORNER_VEC_OFS 2u #define CORNER_VEC_RANGE BIT_RANGE(4) -const vec2 cornervec[36] = vec2[36]( - vec2(0.0, 1.0), vec2(0.02, 0.805), vec2(0.067, 0.617), vec2(0.169, 0.45), vec2(0.293, 0.293), vec2(0.45, 0.169), vec2(0.617, 0.076), vec2(0.805, 0.02), vec2(1.0, 0.0), - vec2(-1.0, 0.0), vec2(-0.805, 0.02), vec2(-0.617, 0.067), vec2(-0.45, 0.169), vec2(-0.293, 0.293), vec2(-0.169, 0.45), vec2(-0.076, 0.617), vec2(-0.02, 0.805), vec2(0.0, 1.0), - vec2(0.0, -1.0), vec2(-0.02, -0.805), vec2(-0.067, -0.617), vec2(-0.169, -0.45), vec2(-0.293, -0.293), vec2(-0.45, -0.169), vec2(-0.617, -0.076), vec2(-0.805, -0.02), vec2(-1.0, 0.0), - vec2(1.0, 0.0), vec2(0.805, -0.02), vec2(0.617, -0.067), vec2(0.45, -0.169), vec2(0.293, -0.293), vec2(0.169, -0.45), vec2(0.076, -0.617), vec2(0.02, -0.805), vec2(0.0, -1.0) -); +const vec2 cornervec[36] = vec2[36](vec2(0.0, 1.0), + vec2(0.02, 0.805), + vec2(0.067, 0.617), + vec2(0.169, 0.45), + vec2(0.293, 0.293), + vec2(0.45, 0.169), + vec2(0.617, 0.076), + vec2(0.805, 0.02), + vec2(1.0, 0.0), + vec2(-1.0, 0.0), + vec2(-0.805, 0.02), + vec2(-0.617, 0.067), + vec2(-0.45, 0.169), + vec2(-0.293, 0.293), + vec2(-0.169, 0.45), + vec2(-0.076, 0.617), + vec2(-0.02, 0.805), + vec2(0.0, 1.0), + vec2(0.0, -1.0), + vec2(-0.02, -0.805), + vec2(-0.067, -0.617), + vec2(-0.169, -0.45), + vec2(-0.293, -0.293), + vec2(-0.45, -0.169), + vec2(-0.617, -0.076), + vec2(-0.805, -0.02), + vec2(-1.0, 0.0), + vec2(1.0, 0.0), + vec2(0.805, -0.02), + vec2(0.617, -0.067), + vec2(0.45, -0.169), + vec2(0.293, -0.293), + vec2(0.169, -0.45), + vec2(0.076, -0.617), + vec2(0.02, -0.805), + vec2(0.0, -1.0)); -#define INNER_FLAG uint(1 << 10) /* is inner vert */ +#define INNER_FLAG uint(1 << 10) /* is inner vert */ uniform mat4 ModelViewProjectionMatrix; uniform vec4 parameters[4]; /* radi and rad per corner */ -#define recti parameters[0] -#define rect parameters[1] -#define radsi parameters[2].x -#define rads parameters[2].y +#define recti parameters[0] +#define rect parameters[1] +#define radsi parameters[2].x +#define rads parameters[2].y #define roundCorners parameters[3] in uint vflag; @@ -37,28 +67,28 @@ out float shadowFalloff; void main() { - uint cflag = vflag & CNR_FLAG_RANGE; - uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE; + uint cflag = vflag & CNR_FLAG_RANGE; + uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE; - vec2 v = cornervec[cflag * 9u + vofs]; + vec2 v = cornervec[cflag * 9u + vofs]; - bool is_inner = (vflag & INNER_FLAG) != 0u; + bool is_inner = (vflag & INNER_FLAG) != 0u; - shadowFalloff = (is_inner) ? 1.0 : 0.0; + shadowFalloff = (is_inner) ? 1.0 : 0.0; - /* Scale by corner radius */ - v *= roundCorners[cflag] * ((is_inner) ? radsi : rads); + /* Scale by corner radius */ + v *= roundCorners[cflag] * ((is_inner) ? radsi : rads); - /* Position to corner */ - vec4 rct = (is_inner) ? recti : rect; - if (cflag == BOTTOM_LEFT) - v += rct.xz; - else if (cflag == BOTTOM_RIGHT) - v += rct.yz; - else if (cflag == TOP_RIGHT) - v += rct.yw; - else /* (cflag == TOP_LEFT) */ - v += rct.xw; + /* Position to corner */ + vec4 rct = (is_inner) ? recti : rect; + if (cflag == BOTTOM_LEFT) + v += rct.xz; + else if (cflag == BOTTOM_RIGHT) + v += rct.yz; + else if (cflag == TOP_RIGHT) + v += rct.yw; + else /* (cflag == TOP_LEFT) */ + v += rct.xw; - gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0); + gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0); } |