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_gpencil_stroke_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_gpencil_stroke_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl index 968f913d4e4..07b4ae52110 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl @@ -1,7 +1,7 @@ uniform mat4 ModelViewProjectionMatrix; uniform mat4 ProjectionMatrix; -uniform float pixsize; /* rv3d->pixsize */ +uniform float pixsize; /* rv3d->pixsize */ uniform int keep_size; uniform float objscale; uniform float pixfactor; @@ -19,14 +19,15 @@ float defaultpixsize = pixsize * (1000.0 / pixfactor); void main(void) { - gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 ); - finalColor = color; + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + finalColor = color; - if (keep_size == TRUE) { - finalThickness = thickness; - } - else { - float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize); - finalThickness = max(size * objscale, 1.0); - } + if (keep_size == TRUE) { + finalThickness = thickness; + } + else { + float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : + (thickness / defaultpixsize); + finalThickness = max(size * objscale, 1.0); + } } |