فهرست منبع

Style: Run clang-format on shaders again

Rémi Verschelde 7 سال پیش
والد
کامیت
85bb1c445c
2فایلهای تغییر یافته به همراه10 افزوده شده و 17 حذف شده
  1. 6 12
      drivers/gles2/shaders/scene.glsl
  2. 4 5
      drivers/gles2/shaders/stdlib.glsl

+ 6 - 12
drivers/gles2/shaders/scene.glsl

@@ -1218,11 +1218,11 @@ LIGHT_SHADER_CODE
 #define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
 
 float sample_shadow(
-		highp sampler2D shadow,highp vec4 spos) {
+		highp sampler2D shadow, highp vec4 spos) {
 
 #ifdef SHADOW_MODE_PCF_13
 
-	spos.xyz/=spos.w;
+	spos.xyz /= spos.w;
 	vec2 pos = spos.xy;
 	float depth = spos.z;
 
@@ -1244,7 +1244,7 @@ float sample_shadow(
 
 #ifdef SHADOW_MODE_PCF_5
 
-	spos.xyz/=spos.w;
+	spos.xyz /= spos.w;
 	vec2 pos = spos.xy;
 	float depth = spos.z;
 
@@ -1541,9 +1541,8 @@ FRAGMENT_SHADER_CODE
 
 #ifdef USE_SHADOW
 
-
 #ifdef USE_VERTEX_LIGHTING
-//compute shadows in a mobile friendly way
+	//compute shadows in a mobile friendly way
 
 #ifdef LIGHT_USE_PSSM4
 	//take advantage of prefetch
@@ -1552,7 +1551,6 @@ FRAGMENT_SHADER_CODE
 	float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
 	float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
 
-
 	if (depth_z < light_split_offsets.w) {
 		float pssm_fade = 0.0;
 		float shadow_att = 1.0;
@@ -1605,7 +1603,6 @@ FRAGMENT_SHADER_CODE
 		}
 #endif
 		light_att *= shadow_att;
-
 	}
 
 #endif //LIGHT_USE_PSSM4
@@ -1616,8 +1613,6 @@ FRAGMENT_SHADER_CODE
 	float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
 	float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
 
-
-
 	if (depth_z < light_split_offsets.y) {
 		float shadow_att = 1.0;
 		float pssm_fade = 0.0;
@@ -1680,12 +1675,11 @@ FRAGMENT_SHADER_CODE
 
 #ifdef LIGHT_USE_PSSM4
 
-
 			if (depth_z < light_split_offsets.y) {
-				if (depth_z < light_split_offsets.x) {			
+				if (depth_z < light_split_offsets.x) {
 					pssm_coord = shadow_coord;
 
-#ifdef LIGHT_USE_PSSM_BLEND					
+#ifdef LIGHT_USE_PSSM_BLEND
 					pssm_coord2 = shadow_coord2;
 
 					pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);

+ 4 - 5
drivers/gles2/shaders/stdlib.glsl

@@ -39,10 +39,9 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
 #ifndef USE_GLES_OVER_GL
 highp mat4 transpose(highp mat4 src) {
 	return mat4(
-			vec4( src[0].x, src[1].x, src[2].x, src[3].x ),
-			vec4( src[0].y, src[1].y, src[2].y, src[3].y ),
-			vec4( src[0].z, src[1].z, src[2].z, src[3].z ),
-			vec4( src[0].w, src[1].w, src[2].w, src[3].w )
-			);
+			vec4(src[0].x, src[1].x, src[2].x, src[3].x),
+			vec4(src[0].y, src[1].y, src[2].y, src[3].y),
+			vec4(src[0].z, src[1].z, src[2].z, src[3].z),
+			vec4(src[0].w, src[1].w, src[2].w, src[3].w));
 }
 #endif