From e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 06:17:24 +0200 Subject: 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 --- .../shaders/gpu_shader_keyframe_diamond_frag.glsl | 142 +++++++++++---------- 1 file changed, 72 insertions(+), 70 deletions(-) (limited to 'source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl') diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl index 1c12a4f942d..1c4039bc590 100644 --- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl @@ -11,77 +11,79 @@ out vec4 fragColor; const float diagonal_scale = sqrt(0.5); const float minmax_bias = 0.7; -const float minmax_scale = sqrt(1.0 / (1.0 + 1.0/minmax_bias)); +const float minmax_scale = sqrt(1.0 / (1.0 + 1.0 / minmax_bias)); -bool test(int bit) { - return (finalFlags & bit) != 0; +bool test(int bit) +{ + return (finalFlags & bit) != 0; } -void main() { - vec2 pos = gl_PointCoord - vec2(0.5); - vec2 absPos = abs(pos); - float radius = (absPos.x + absPos.y) * diagonal_scale; - - float outline_dist = -1.0; - - /* Diamond outline */ - if (test(0x1)) { - outline_dist = max(outline_dist, radius - radii[0]); - } - - /* Circle outline */ - if (test(0x2)) { - radius = length(absPos); - - outline_dist = max(outline_dist, radius - radii[1]); - } - - /* Top & Bottom clamp */ - if (test(0x4)) { - outline_dist = max(outline_dist, absPos.y - radii[2]); - } - - /* Left & Right clamp */ - if (test(0x8)) { - outline_dist = max(outline_dist, absPos.x - radii[2]); - } - - float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist)); - - /* Inside the outline. */ - if (outline_dist < 0) { - /* Middle dot */ - if (test(0x10)) { - alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius)); - } - - /* Up and down arrow-like shading. */ - if (test(0x300)) { - float ypos = -1.0; - - /* Up arrow (maximum) */ - if (test(0x100)) { - ypos = max(ypos, pos.y); - } - /* Down arrow (minimum) */ - if (test(0x200)) { - ypos = max(ypos, -pos.y); - } - - /* Arrow shape threshold. */ - float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias; - float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale); - - /* Reduced alpha for uncertain extremes. */ - float minmax_alpha = test(0x400) ? 0.55 : 0.85; - - alpha = max(alpha, minmax_step * minmax_alpha); - } - - fragColor = mix(finalColor, finalOutlineColor, alpha); - } - /* Outside the outline. */ - else { - fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha); - } +void main() +{ + vec2 pos = gl_PointCoord - vec2(0.5); + vec2 absPos = abs(pos); + float radius = (absPos.x + absPos.y) * diagonal_scale; + + float outline_dist = -1.0; + + /* Diamond outline */ + if (test(0x1)) { + outline_dist = max(outline_dist, radius - radii[0]); + } + + /* Circle outline */ + if (test(0x2)) { + radius = length(absPos); + + outline_dist = max(outline_dist, radius - radii[1]); + } + + /* Top & Bottom clamp */ + if (test(0x4)) { + outline_dist = max(outline_dist, absPos.y - radii[2]); + } + + /* Left & Right clamp */ + if (test(0x8)) { + outline_dist = max(outline_dist, absPos.x - radii[2]); + } + + float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist)); + + /* Inside the outline. */ + if (outline_dist < 0) { + /* Middle dot */ + if (test(0x10)) { + alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius)); + } + + /* Up and down arrow-like shading. */ + if (test(0x300)) { + float ypos = -1.0; + + /* Up arrow (maximum) */ + if (test(0x100)) { + ypos = max(ypos, pos.y); + } + /* Down arrow (minimum) */ + if (test(0x200)) { + ypos = max(ypos, -pos.y); + } + + /* Arrow shape threshold. */ + float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias; + float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale); + + /* Reduced alpha for uncertain extremes. */ + float minmax_alpha = test(0x400) ? 0.55 : 0.85; + + alpha = max(alpha, minmax_step * minmax_alpha); + } + + fragColor = mix(finalColor, finalOutlineColor, alpha); + } + /* Outside the outline. */ + else { + fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha); + } } -- cgit v1.2.3