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_instance_screen_aligned_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_instance_screen_aligned_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl index 17799281f32..13c4a7a310e 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl @@ -17,24 +17,24 @@ flat out vec4 finalColor; void main() { - vec3 offset = vec3(0.0); + vec3 offset = vec3(0.0); #ifdef AXIS_NAME - if (pos.z == 0.0) - offset = vec3(1.125, 0.0, 0.0); - else if (pos.z == 1.0) - offset = vec3(0.0, 1.125, 0.0); - else - offset = vec3(0.0, 0.0, 1.125); - offset *= size; + if (pos.z == 0.0) + offset = vec3(1.125, 0.0, 0.0); + else if (pos.z == 1.0) + offset = vec3(0.0, 1.125, 0.0); + else + offset = vec3(0.0, 0.0, 1.125); + offset *= size; #endif - vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; - vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0); - gl_Position = ViewProjectionMatrix * pos_4d; - finalColor = vec4(color, 1.0); + vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y; + vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0); + gl_Position = ViewProjectionMatrix * pos_4d; + finalColor = vec4(color, 1.0); #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 } |