diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/shaders/gpu_shader_keyframe_diamond_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_keyframe_diamond_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl | 85 |
1 files changed, 44 insertions, 41 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl index 26eb864821a..8dc92a2b415 100644 --- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl @@ -22,62 +22,65 @@ flat out int finalFlags; flat out vec4 radii; flat out vec4 thresholds; -bool test(int bit) { - return (flags & bit) != 0; +bool test(int bit) +{ + return (flags & bit) != 0; } -vec2 line_thresholds(float width) { - return vec2(max(0, width - line_falloff), width); +vec2 line_thresholds(float width) +{ + return vec2(max(0, width - line_falloff), width); } -void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); - /* Align to pixel grid if the viewport size is known. */ - if (ViewportSize.x > 0) { - vec2 scale = ViewportSize * 0.5; - vec2 px_pos = (gl_Position.xy + 1) * scale; - vec2 adj_pos = round(px_pos - 0.5) + 0.5; - gl_Position.xy = adj_pos / scale - 1; - } + /* Align to pixel grid if the viewport size is known. */ + if (ViewportSize.x > 0) { + vec2 scale = ViewportSize * 0.5; + vec2 px_pos = (gl_Position.xy + 1) * scale; + vec2 adj_pos = round(px_pos - 0.5) + 0.5; + gl_Position.xy = adj_pos / scale - 1; + } - /* Pass through parameters. */ - finalColor = color; - finalOutlineColor = outlineColor; - finalFlags = flags; + /* Pass through parameters. */ + finalColor = color; + finalOutlineColor = outlineColor; + finalFlags = flags; - if (!test(0xF)) { - finalFlags |= 1; - } + if (!test(0xF)) { + finalFlags |= 1; + } - /* Size-dependent line thickness. */ - float half_width = (0.06 + (size - 10) * 0.04); - float line_width = half_width + line_falloff; + /* Size-dependent line thickness. */ + float half_width = (0.06 + (size - 10) * 0.04); + float line_width = half_width + line_falloff; - /* Outline thresholds. */ - thresholds.xy = line_thresholds(line_width); + /* Outline thresholds. */ + thresholds.xy = line_thresholds(line_width); - /* Inner dot thresholds. */ - thresholds.zw = line_thresholds(line_width * 1.6); + /* Inner dot thresholds. */ + thresholds.zw = line_thresholds(line_width * 1.6); - /* Extend the primitive size by half line width on either side; odd for symmetry. */ - float ext_radius = round(0.5 * size) + thresholds.x; + /* Extend the primitive size by half line width on either side; odd for symmetry. */ + float ext_radius = round(0.5 * size) + thresholds.x; - gl_PointSize = ceil(ext_radius + thresholds.y) * 2 + 1; + gl_PointSize = ceil(ext_radius + thresholds.y) * 2 + 1; - /* Diamond radius. */ - radii[0] = ext_radius * diagonal_scale; + /* Diamond radius. */ + radii[0] = ext_radius * diagonal_scale; - /* Circle radius. */ - radii[1] = ext_radius * circle_scale; + /* Circle radius. */ + radii[1] = ext_radius * circle_scale; - /* Square radius. */ - radii[2] = round(ext_radius * square_scale); + /* Square radius. */ + radii[2] = round(ext_radius * square_scale); - /* Min/max cutout offset. */ - radii[3] = -line_falloff; + /* Min/max cutout offset. */ + radii[3] = -line_falloff; - /* Convert to PointCoord units. */ - radii /= gl_PointSize; - thresholds /= gl_PointSize; + /* Convert to PointCoord units. */ + radii /= gl_PointSize; + thresholds /= gl_PointSize; } |