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authorCampbell Barton <ideasman42@gmail.com>2011-09-03 06:15:49 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-03 06:15:49 +0400
commit0cd5dce245762b3fb3fd195dde3bd9ddaeb48970 (patch)
tree7e7f9033dababa306b7fa0265c7ef7e38dd7dc3e /source/gameengine/Rasterizer/RAS_OpenGLFilters
parent8e3d1084b2a73aaa308ceda7a2e777e3d1990690 (diff)
whitespace edits
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLFilters')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h18
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h18
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h22
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h20
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h26
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h20
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h26
7 files changed, 75 insertions, 75 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
index a277d9835d8..3a3ea57d67b 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
@@ -38,17 +38,17 @@ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
+ vec4 sample[9];
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ }
- gl_FragColor = (sample[0] + (2.0*sample[1]) + sample[2] +
- (2.0*sample[3]) + sample[4] + (2.0*sample[5]) +
- sample[6] + (2.0*sample[7]) + sample[8]) / 13.0;
+ gl_FragColor = (sample[0] + (2.0*sample[1]) + sample[2] +
+ (2.0*sample[3]) + sample[4] + (2.0*sample[5]) +
+ sample[6] + (2.0*sample[7]) + sample[8]) / 13.0;
}
);
#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
index 6aeff254f77..f486be47f9f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
@@ -38,17 +38,17 @@ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
- vec4 maxValue = vec4(0.0);
+ vec4 sample[9];
+ vec4 maxValue = vec4(0.0);
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- maxValue = max(sample[i], maxValue);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ maxValue = max(sample[i], maxValue);
+ }
- gl_FragColor = maxValue;
+ gl_FragColor = maxValue;
}
);
#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
index 1e9dccaec87..a1755dc0eeb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
@@ -33,22 +33,22 @@
#define __RAS_EROSION2DFILTER
const char * ErosionFragmentShader=STRINGIFY(
-uniform sampler2D bgl_RenderedTexture;
-uniform vec2 bgl_TextureCoordinateOffset[9];
+ uniform sampler2D bgl_RenderedTexture;
+ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
- vec4 minValue = vec4(1.0);
+ vec4 sample[9];
+ vec4 minValue = vec4(1.0);
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- minValue = min(sample[i], minValue);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ minValue = min(sample[i], minValue);
+ }
- gl_FragColor = minValue;
+ gl_FragColor = minValue;
}
);
#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
index c7cfa83a11f..45c94d358ba 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
@@ -38,18 +38,18 @@ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
+ vec4 sample[9];
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ }
- gl_FragColor = (sample[4] * 8.0) -
- (sample[0] + sample[1] + sample[2] +
- sample[3] + sample[5] +
- sample[6] + sample[7] + sample[8]);
+ gl_FragColor = (sample[4] * 8.0) -
+ (sample[0] + sample[1] + sample[2] +
+ sample[3] + sample[5] +
+ sample[6] + sample[7] + sample[8]);
gl_FragColor = vec4(gl_FragColor.rgb, 1.0);
}
);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
index ada53cd751d..8d08d9077cb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
@@ -38,23 +38,23 @@ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
+ vec4 sample[9];
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ }
- vec4 horizEdge = sample[2] + sample[5] + sample[8] -
- (sample[0] + sample[3] + sample[6]);
+ vec4 horizEdge = sample[2] + sample[5] + sample[8] -
+ (sample[0] + sample[3] + sample[6]);
- vec4 vertEdge = sample[0] + sample[1] + sample[2] -
- (sample[6] + sample[7] + sample[8]);
+ vec4 vertEdge = sample[0] + sample[1] + sample[2] -
+ (sample[6] + sample[7] + sample[8]);
- gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +
- (vertEdge.rgb * vertEdge.rgb));
- gl_FragColor.a = 1.0;
+ gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +
+ (vertEdge.rgb * vertEdge.rgb));
+ gl_FragColor.a = 1.0;
}
);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
index 0d68bc09c70..a9c827fa9e1 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
@@ -38,18 +38,18 @@ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
+ vec4 sample[9];
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ }
- gl_FragColor = (sample[4] * 9.0) -
- (sample[0] + sample[1] + sample[2] +
- sample[3] + sample[5] +
- sample[6] + sample[7] + sample[8]);
+ gl_FragColor = (sample[4] * 9.0) -
+ (sample[0] + sample[1] + sample[2] +
+ sample[3] + sample[5] +
+ sample[6] + sample[7] + sample[8]);
}
);
#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
index 0f80f0f22b4..350ce19fafd 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
@@ -38,23 +38,23 @@ uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
- vec4 sample[9];
+ vec4 sample[9];
- for (int i = 0; i < 9; i++)
- {
- sample[i] = texture2D(bgl_RenderedTexture,
- gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
- }
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
+ }
- vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] -
- (sample[0] + (2.0*sample[3]) + sample[6]);
+ vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] -
+ (sample[0] + (2.0*sample[3]) + sample[6]);
- vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] -
- (sample[6] + (2.0*sample[7]) + sample[8]);
+ vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] -
+ (sample[6] + (2.0*sample[7]) + sample[8]);
- gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +
- (vertEdge.rgb * vertEdge.rgb));
- gl_FragColor.a = 1.0;
+ gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +
+ (vertEdge.rgb * vertEdge.rgb));
+ gl_FragColor.a = 1.0;
}
);
#endif