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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_3D_point_uniform_size_aa_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_3D_point_uniform_size_aa_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl25
1 files changed, 13 insertions, 12 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
index f39c10e8310..f5b6d2ea3ed 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
@@ -8,22 +8,23 @@ uniform float size;
in vec3 pos;
out vec2 radii;
-void main() {
- vec4 pos_4d = vec4(pos, 1.0);
- gl_Position = ModelViewProjectionMatrix * pos_4d;
- gl_PointSize = size;
+void main()
+{
+ vec4 pos_4d = vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * pos_4d;
+ gl_PointSize = size;
- // calculate concentric radii in pixels
- float radius = 0.5 * size;
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
- // start at the outside and progress toward the center
- radii[0] = radius;
- radii[1] = radius - 1.0;
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
- // convert to PointCoord units
- radii /= size;
+ // convert to PointCoord units
+ radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}