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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_point_uniform_color_aa_frag.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_point_uniform_color_aa_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl29
1 files changed, 15 insertions, 14 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
index fef81cf58fe..a8e9c620535 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
@@ -4,21 +4,22 @@ uniform vec4 color;
in vec2 radii;
out vec4 fragColor;
-void main() {
- float dist = length(gl_PointCoord - vec2(0.5));
+void main()
+{
+ float dist = length(gl_PointCoord - vec2(0.5));
-// transparent outside of point
-// --- 0 ---
-// smooth transition
-// --- 1 ---
-// pure point color
-// ...
-// dist = 0 at center of point
+ // transparent outside of point
+ // --- 0 ---
+ // smooth transition
+ // --- 1 ---
+ // pure point color
+ // ...
+ // dist = 0 at center of point
- fragColor.rgb = color.rgb;
- fragColor.a = mix(color.a, 0.0, smoothstep(radii[1], radii[0], dist));
+ fragColor.rgb = color.rgb;
+ fragColor.a = mix(color.a, 0.0, smoothstep(radii[1], radii[0], dist));
- if (fragColor.a == 0.0) {
- discard;
- }
+ if (fragColor.a == 0.0) {
+ discard;
+ }
}