diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-27 07:31:48 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-27 07:34:14 +0200 |
commit | 4226d56ca9ec91c4878d47e3bce4784e5edc3006 (patch) | |
tree | 92a34cf9488067658e5f32da6d48bd5869a40c6b | |
parent | db55d8a4b6ad6c14f2131e02b50689eb8380276f (diff) |
Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
37 files changed, 320 insertions, 100 deletions
diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl index d019062ba0..a1e954e33d 100644 --- a/drivers/gles2/shaders/blend_shape.glsl +++ b/drivers/gles2/shaders/blend_shape.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] /* @@ -23,6 +24,7 @@ ARRAY_INDEX=8, /* INPUT ATTRIBS */ layout(location = 0) in highp VFORMAT vertex_attrib; +/* clang-format on */ layout(location = 1) in vec3 normal_attrib; #ifdef ENABLE_TANGENT @@ -183,8 +185,10 @@ void main() { gl_Position = vec4(0.0); } +/* clang-format off */ [fragment] void main() { } +/* clang-format on */ diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index cee68a58ff..ba69ca9b6e 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL @@ -9,6 +10,7 @@ precision mediump int; #endif uniform highp mat4 projection_matrix; +/* clang-format on */ uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; attribute highp vec2 vertex; // attrib:0 @@ -29,8 +31,12 @@ uniform vec4 src_rect; uniform highp float time; +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + vec2 select(vec2 a, vec2 b, bvec2 c) { vec2 ret; @@ -74,17 +80,21 @@ void main() { #endif -{ - vec2 src_vtx = outvec.xy; + { + vec2 src_vtx = outvec.xy; + /* clang-format off */ + VERTEX_SHADER_CODE -} + /* clang-format on */ + } color_interp = color; gl_Position = projection_matrix * modelview_matrix * outvec; } +/* clang-format off */ [fragment] #ifdef USE_GLES_OVER_GL @@ -96,6 +106,7 @@ precision mediump int; #endif uniform sampler2D color_texture; // texunit:-1 +/* clang-format on */ uniform highp vec2 color_texpixel_size; uniform mediump sampler2D normal_texture; // texunit:-2 @@ -118,8 +129,12 @@ uniform vec2 screen_pixel_size; #endif +/* clang-format off */ + FRAGMENT_SHADER_GLOBALS +/* clang-format on */ + void main() { vec4 color = color_interp; @@ -129,11 +144,13 @@ void main() { #ifdef SCREEN_UV_USED vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif -{ + { + /* clang-format off */ FRAGMENT_SHADER_CODE -} + /* clang-format on */ + } color *= final_modulate; diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl index 81af486101..e3c8140e31 100644 --- a/drivers/gles2/shaders/canvas_shadow.glsl +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] uniform highp mat4 projection_matrix; +/* clang-format on */ uniform highp mat4 light_matrix; uniform highp mat4 world_matrix; uniform highp float distance_norm; @@ -15,9 +17,11 @@ void main() { position_interp = gl_Position; } +/* clang-format off */ [fragment] in highp vec4 position_interp; +/* clang-format on */ #ifdef USE_RGBA_SHADOWS diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index 6e9aad2a5d..16bbde196d 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL @@ -9,6 +10,7 @@ precision mediump int; #endif attribute highp vec4 vertex_attrib; // attrib:0 +/* clang-format on */ #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) attribute vec3 cube_in; // attrib:4 @@ -46,6 +48,7 @@ void main() { #endif } +/* clang-format off */ [fragment] #define M_PI 3.14159265359 @@ -63,6 +66,7 @@ varying vec3 cube_interp; #else varying vec2 uv_interp; #endif +/* clang-format on */ #ifdef USE_CUBEMAP uniform samplerCube source_cube; // texunit:0 diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl index b44aab8946..3d24c36336 100644 --- a/drivers/gles2/shaders/cube_to_dp.glsl +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL @@ -9,6 +10,7 @@ precision mediump int; #endif attribute highp vec4 vertex_attrib; // attrib:0 +/* clang-format on */ attribute vec2 uv_in; // attrib:4 varying vec2 uv_interp; @@ -19,6 +21,7 @@ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] #ifdef USE_GLES_OVER_GL @@ -30,6 +33,7 @@ precision mediump int; #endif uniform highp samplerCube source_cube; //texunit:0 +/* clang-format on */ varying vec2 uv_interp; uniform bool z_flip; diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 0d60104480..2a1ad8d8f2 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL @@ -9,6 +10,7 @@ precision mediump int; #endif attribute highp vec2 vertex; // attrib:0 +/* clang-format on */ attribute highp vec2 uv; // attrib:4 varying highp vec2 uv_interp; @@ -19,6 +21,7 @@ void main() { gl_Position = vec4(vertex, 0, 1); } +/* clang-format off */ [fragment] #extension GL_ARB_shader_texture_lod : enable @@ -41,6 +44,7 @@ uniform sampler2D source_panorama; //texunit:0 #else uniform samplerCube source_cube; //texunit:0 #endif +/* clang-format on */ uniform int face_id; uniform float roughness; diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl index 0e2d28af20..a531802c75 100644 --- a/drivers/gles2/shaders/effect_blur.glsl +++ b/drivers/gles2/shaders/effect_blur.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -22,6 +24,7 @@ void main() { #endif } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) @@ -29,6 +32,7 @@ precision mediump float; #endif in vec2 uv_interp; +/* clang-format on */ uniform sampler2D source_color; //texunit:0 #ifdef SSAO_MERGE diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl index 18fff1ae36..759adcda06 100644 --- a/drivers/gles2/shaders/exposure.glsl +++ b/drivers/gles2/shaders/exposure.glsl @@ -1,15 +1,19 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] uniform highp sampler2D source_exposure; //texunit:0 +/* clang-format on */ #ifdef EXPOSURE_BEGIN diff --git a/drivers/gles2/shaders/particles.glsl b/drivers/gles2/shaders/particles.glsl index 5af4b65b28..5974050fc1 100644 --- a/drivers/gles2/shaders/particles.glsl +++ b/drivers/gles2/shaders/particles.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 color; +/* clang-format on */ layout(location = 1) in highp vec4 velocity_active; layout(location = 2) in highp vec4 custom; layout(location = 3) in highp vec4 xform_1; @@ -45,16 +47,22 @@ out highp vec4 out_xform_3; //tfb: #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { //ubo:0 MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + uint hash(uint x) { x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); @@ -165,9 +173,11 @@ void main() { //execute shader { + /* clang-format off */ VERTEX_SHADER_CODE + /* clang-format on */ } #if !defined(DISABLE_FORCE) @@ -223,6 +233,7 @@ VERTEX_SHADER_CODE #endif //PARTICLES_COPY } +/* clang-format off */ [fragment] //any code here is never executed, stuff is filled just so it works @@ -240,12 +251,16 @@ MATERIAL_UNIFORMS FRAGMENT_SHADER_GLOBALS void main() { - { + LIGHT_SHADER_CODE + } { + FRAGMENT_SHADER_CODE + } } +/* clang-format on */ diff --git a/drivers/gles2/shaders/resolve.glsl b/drivers/gles2/shaders/resolve.glsl index 05bb922eec..5c6f5d6561 100644 --- a/drivers/gles2/shaders/resolve.glsl +++ b/drivers/gles2/shaders/resolve.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -11,6 +13,7 @@ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) @@ -18,6 +21,7 @@ precision mediump float; #endif in vec2 uv_interp; +/* clang-format on */ uniform sampler2D source_specular; //texunit:0 uniform sampler2D source_ssr; //texunit:1 diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 8bcb3b5f1d..906c089170 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL @@ -15,6 +16,7 @@ precision mediump int; // attribute highp vec4 vertex_attrib; // attrib:0 +/* clang-format on */ attribute vec3 normal_attrib; // attrib:1 #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) @@ -108,8 +110,12 @@ varying vec2 uv_interp; varying vec2 uv2_interp; #endif +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + void main() { highp vec4 vertex = vertex_attrib; @@ -206,11 +212,13 @@ void main() { #define world_transform world_matrix -{ + { + /* clang-format off */ VERTEX_SHADER_CODE -} + /* clang-format on */ + } vec4 outvec = vertex; @@ -254,6 +262,7 @@ VERTEX_SHADER_CODE gl_Position = projection_matrix * vec4(vertex_interp, 1.0); } +/* clang-format off */ [fragment] #extension GL_ARB_shader_texture_lod : enable @@ -279,6 +288,7 @@ precision mediump int; // uniform mat4 camera_matrix; +/* clang-format on */ uniform mat4 camera_inverse_matrix; uniform mat4 projection_matrix; uniform mat4 projection_inverse_matrix; @@ -390,8 +400,12 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, metallic); // TODO: reference? } +/* clang-format off */ + FRAGMENT_SHADER_GLOBALS +/* clang-format on */ + #ifdef LIGHT_PASS void light_compute( vec3 N, @@ -504,11 +518,13 @@ void main() { vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif -{ + { + /* clang-format off */ FRAGMENT_SHADER_CODE -} + /* clang-format on */ + } #if defined(ENABLE_NORMALMAP) normalmap.xy = normalmap.xy * 2.0 - 1.0; diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl index 77af874ee4..a11da10b61 100644 --- a/drivers/gles2/shaders/screen_space_reflection.glsl +++ b/drivers/gles2/shaders/screen_space_reflection.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -13,9 +15,11 @@ void main() { pos_interp.xy = gl_Position.xy; } +/* clang-format off */ [fragment] in vec2 uv_interp; +/* clang-format on */ in vec2 pos_interp; uniform sampler2D source_diffuse; //texunit:0 diff --git a/drivers/gles2/shaders/ssao.glsl b/drivers/gles2/shaders/ssao.glsl index 8dbe8c6ba9..82eea8f274 100644 --- a/drivers/gles2/shaders/ssao.glsl +++ b/drivers/gles2/shaders/ssao.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { @@ -8,6 +10,7 @@ void main() { gl_Position.z = 1.0; } +/* clang-format off */ [fragment] #define TWO_PI 6.283185307179586476925286766559 @@ -53,6 +56,7 @@ const int ROTATIONS[] = int[]( 29, 21, 19, 27, 31, 29, 21, 18, 17, 29, 31, 31, 23, 18, 25, 26, 25, 23, 19, 34, 19, 27, 21, 25, 39, 29, 17, 21, 27); +/* clang-format on */ //#define NUM_SPIRAL_TURNS (7) const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1]; diff --git a/drivers/gles2/shaders/ssao_blur.glsl b/drivers/gles2/shaders/ssao_blur.glsl index 82b735a2b4..e4133ad534 100644 --- a/drivers/gles2/shaders/ssao_blur.glsl +++ b/drivers/gles2/shaders/ssao_blur.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { @@ -8,9 +10,11 @@ void main() { gl_Position.z = 1.0; } +/* clang-format off */ [fragment] uniform sampler2D source_ssao; //texunit:0 +/* clang-format on */ uniform sampler2D source_depth; //texunit:1 uniform sampler2D source_normal; //texunit:3 @@ -43,7 +47,7 @@ const float gaussian[R + 1] = //float[](0.356642, 0.239400, 0.072410, 0.009869); //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 - //float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 +//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 /** (1, 0) or (0, 1)*/ uniform ivec2 axis; diff --git a/drivers/gles2/shaders/ssao_minify.glsl b/drivers/gles2/shaders/ssao_minify.glsl index 777a0069fc..272f3e236e 100644 --- a/drivers/gles2/shaders/ssao_minify.glsl +++ b/drivers/gles2/shaders/ssao_minify.glsl @@ -1,12 +1,15 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] #ifdef MINIFY_START @@ -14,6 +17,7 @@ void main() { #define SDEPTH_TYPE highp sampler2D uniform float camera_z_far; uniform float camera_z_near; +/* clang-format on */ #else diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl index fb7908f06a..f40fb3a244 100644 --- a/drivers/gles2/shaders/subsurf_scattering.glsl +++ b/drivers/gles2/shaders/subsurf_scattering.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -11,6 +13,7 @@ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] //#define QUALIFIER uniform // some guy on the interweb says it may be faster with this @@ -18,6 +21,7 @@ void main() { #ifdef USE_25_SAMPLES const int kernel_size = 25; +/* clang-format on */ QUALIFIER vec2 kernel[25] = vec2[]( vec2(0.530605, 0.0), vec2(0.000973794, -3.0), diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl index f3f6a85565..eae3b5a1ca 100644 --- a/drivers/gles2/shaders/tonemap.glsl +++ b/drivers/gles2/shaders/tonemap.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -14,6 +16,7 @@ void main() { #endif } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) @@ -21,6 +24,7 @@ precision mediump float; #endif in vec2 uv_interp; +/* clang-format on */ uniform highp sampler2D source; //texunit:0 @@ -115,7 +119,7 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + - (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl index d019062ba0..a1e954e33d 100644 --- a/drivers/gles3/shaders/blend_shape.glsl +++ b/drivers/gles3/shaders/blend_shape.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] /* @@ -23,6 +24,7 @@ ARRAY_INDEX=8, /* INPUT ATTRIBS */ layout(location = 0) in highp VFORMAT vertex_attrib; +/* clang-format on */ layout(location = 1) in vec3 normal_attrib; #ifdef ENABLE_TANGENT @@ -183,8 +185,10 @@ void main() { gl_Position = vec4(0.0); } +/* clang-format off */ [fragment] void main() { } +/* clang-format on */ diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 9e99305fe7..53f563303a 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec2 vertex; +/* clang-format on */ layout(location = 3) in vec4 color_attrib; #ifdef USE_SKELETON @@ -97,16 +99,22 @@ uniform int v_frames; #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { //ubo:2 MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + void main() { vec4 color = color_attrib; @@ -151,11 +159,13 @@ void main() { #define extra_matrix extra_matrix2 -{ + { + /* clang-format off */ VERTEX_SHADER_CODE -} + /* clang-format on */ + } #ifdef USE_NINEPATCH @@ -188,29 +198,29 @@ VERTEX_SHADER_CODE highp mat2x4 m; m = mat2x4( texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) - * bone_weights.x; + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.x; tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2); m += mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) - * bone_weights.y; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.y; tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2); m += mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) - * bone_weights.z; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.z; tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2); m += mat2x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) - * bone_weights.w; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) * + bone_weights.w; mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse; @@ -246,9 +256,11 @@ VERTEX_SHADER_CODE #endif } +/* clang-format off */ [fragment] uniform mediump sampler2D color_texture; // texunit:0 +/* clang-format on */ uniform highp vec2 color_texpixel_size; uniform mediump sampler2D normal_texture; // texunit:1 @@ -313,16 +325,22 @@ layout(location = 0) out mediump vec4 frag_color; #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + FRAGMENT_SHADER_GLOBALS +/* clang-format on */ + void light_compute( inout vec4 light, inout vec2 light_vec, @@ -339,8 +357,12 @@ void light_compute( #if defined(USE_LIGHT_SHADER_CODE) + /* clang-format off */ + LIGHT_SHADER_CODE + /* clang-format on */ + #endif } @@ -472,8 +494,12 @@ void main() { vec3 normal_map = vec3(0.0, 0.0, 1.0); #endif + /* clang-format off */ + FRAGMENT_SHADER_CODE + /* clang-format on */ + #if defined(NORMALMAP_USED) normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl index b06e9076d9..68d0713385 100644 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ b/drivers/gles3/shaders/canvas_shadow.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] uniform highp mat4 projection_matrix; +/* clang-format on */ uniform highp mat4 light_matrix; uniform highp mat4 world_matrix; uniform highp float distance_norm; @@ -15,9 +17,11 @@ void main() { position_interp = gl_Position; } +/* clang-format off */ [fragment] in highp vec4 position_interp; +/* clang-format on */ #ifdef USE_RGBA_SHADOWS layout(location = 0) out lowp vec4 distance_buf; diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index e17b71df27..a5637537d2 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) layout(location = 4) in vec3 cube_in; #else @@ -45,6 +47,7 @@ void main() { #endif } +/* clang-format off */ [fragment] #define M_PI 3.14159265359 @@ -58,6 +61,7 @@ in vec3 cube_interp; #else in vec2 uv_interp; #endif +/* clang-format on */ #ifdef USE_ASYM_PANO uniform highp mat4 pano_transform; diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl index 2911746bb7..2b74f054f9 100644 --- a/drivers/gles3/shaders/cube_to_dp.glsl +++ b/drivers/gles3/shaders/cube_to_dp.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -11,9 +13,11 @@ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] uniform highp samplerCube source_cube; //texunit:0 +/* clang-format on */ in vec2 uv_interp; uniform bool z_flip; diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 7f2dc5057c..f65f798ff0 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec2 vertex; +/* clang-format on */ layout(location = 4) in highp vec2 uv; @@ -12,9 +14,11 @@ void main() { gl_Position = vec4(vertex, 0, 1); } +/* clang-format off */ [fragment] precision highp float; +/* clang-format on */ precision highp int; #ifdef USE_SOURCE_PANORAMA diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 3872ee8d1d..b67d06bc10 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -22,11 +24,13 @@ void main() { #endif } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif +/* clang-format on */ in vec2 uv_interp; uniform sampler2D source_color; //texunit:0 diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl index 18fff1ae36..759adcda06 100644 --- a/drivers/gles3/shaders/exposure.glsl +++ b/drivers/gles3/shaders/exposure.glsl @@ -1,15 +1,19 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] uniform highp sampler2D source_exposure; //texunit:0 +/* clang-format on */ #ifdef EXPOSURE_BEGIN diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index 56e5545efe..8523c08597 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 color; +/* clang-format on */ layout(location = 1) in highp vec4 velocity_active; layout(location = 2) in highp vec4 custom; layout(location = 3) in highp vec4 xform_1; @@ -45,16 +47,22 @@ out highp vec4 out_xform_3; //tfb: #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { //ubo:0 MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + uint hash(uint x) { x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); @@ -165,7 +173,11 @@ void main() { //execute shader { + /* clang-format off */ + VERTEX_SHADER_CODE + + /* clang-format on */ } #if !defined(DISABLE_FORCE) @@ -221,6 +233,7 @@ VERTEX_SHADER_CODE #endif //PARTICLES_COPY } +/* clang-format off */ [fragment] // any code here is never executed, stuff is filled just so it works @@ -240,10 +253,15 @@ FRAGMENT_SHADER_GLOBALS void main() { { + LIGHT_SHADER_CODE + } { + FRAGMENT_SHADER_CODE + } } +/* clang-format on */ diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index d860fa544f..d64d8308c1 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -11,11 +13,13 @@ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif +/* clang-format on */ in vec2 uv_interp; uniform sampler2D source_specular; // texunit:0 diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index cacce93dc5..12cbe02d0c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #define M_PI 3.14159265359 @@ -21,6 +22,7 @@ ARRAY_INDEX=8, /* INPUT ATTRIBS */ layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 1) in vec3 normal_attrib; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) layout(location = 2) in vec4 tangent_attrib; @@ -226,16 +228,22 @@ out vec3 binormal_interp; #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { // ubo:1 MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + #ifdef RENDER_DEPTH_DUAL_PARABOLOID out highp float dp_clip; @@ -340,32 +348,32 @@ void main() { m = mat3x4( texelFetch(skeleton_texture, tex_ofs, 0), texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.x; + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.x; tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3); m += mat3x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.y; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.y; tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3); m += mat3x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.z; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.z; tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3); m += mat3x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.w; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.w; mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0))); @@ -374,11 +382,13 @@ void main() { #endif mat4 modelview = camera_inverse_matrix * world_matrix; -{ + { + /* clang-format off */ VERTEX_SHADER_CODE -} + /* clang-format on */ + } // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) @@ -501,6 +511,7 @@ VERTEX_SHADER_CODE #endif // USE_VERTEX_LIGHTING } +/* clang-format off */ [fragment] /* texture unit usage, N is max_texture_unity-N @@ -519,6 +530,7 @@ VERTEX_SHADER_CODE */ uniform highp mat4 world_transform; +/* clang-format on */ #define M_PI 3.14159265359 @@ -552,7 +564,6 @@ layout(std140) uniform Radiance { // ubo:2 mat4 radiance_inverse_xform; float radiance_ambient_contribution; - }; #define RADIANCE_MAX_LOD 5.0 @@ -608,16 +619,22 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) { #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + FRAGMENT_SHADER_GLOBALS +/* clang-format on */ + layout(std140) uniform SceneData { highp mat4 projection_matrix; @@ -663,7 +680,7 @@ layout(std140) uniform SceneData { highp float fog_height_curve; }; -//directional light data + //directional light data #ifdef USE_LIGHT_DIRECTIONAL @@ -701,7 +718,6 @@ struct LightData { mediump vec4 light_clamp; mediump vec4 shadow_color_contact; highp mat4 shadow_matrix; - }; layout(std140) uniform OmniLightData { // ubo:4 @@ -916,8 +932,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec vec3 light = L; vec3 view = V; + /* clang-format off */ + LIGHT_SHADER_CODE + /* clang-format on */ + #else float NdotL = dot(N, L); float cNdotL = max(NdotL, 0.0); // clamped NdotL @@ -1599,11 +1619,13 @@ void main() { float sss_strength = 0.0; #endif -{ + { + /* clang-format off */ FRAGMENT_SHADER_CODE -} + /* clang-format on */ + } #if defined(ALPHA_SCISSOR_USED) if (alpha < alpha_scissor) { diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl index 73b1ddbb0e..86546319a0 100644 --- a/drivers/gles3/shaders/screen_space_reflection.glsl +++ b/drivers/gles3/shaders/screen_space_reflection.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -13,9 +15,11 @@ void main() { pos_interp.xy = gl_Position.xy; } +/* clang-format off */ [fragment] in vec2 uv_interp; +/* clang-format on */ in vec2 pos_interp; uniform sampler2D source_diffuse; //texunit:0 diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl index 2eeeac31c3..be44365169 100644 --- a/drivers/gles3/shaders/ssao.glsl +++ b/drivers/gles3/shaders/ssao.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { @@ -8,6 +10,7 @@ void main() { gl_Position.z = 1.0; } +/* clang-format off */ [fragment] #define TWO_PI 6.283185307179586476925286766559 @@ -46,8 +49,8 @@ const int ROTATIONS[] = int[]( 13, 17, 11, 17, 19, 18, 25, 18, 19, 19, 29, 21, 19, 27, 31, 29, 21, 18, 17, 29, 31, 31, 23, 18, 25, 26, 25, 23, 19, 34, - 19, 27, 21, 25, 39, 29, 17, 21, 27 -); + 19, 27, 21, 25, 39, 29, 17, 21, 27); +/* clang-format on */ //#define NUM_SPIRAL_TURNS (7) const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1]; diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl index 5526d0de18..c49ea1e957 100644 --- a/drivers/gles3/shaders/ssao_blur.glsl +++ b/drivers/gles3/shaders/ssao_blur.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { @@ -8,9 +10,11 @@ void main() { gl_Position.z = 1.0; } +/* clang-format off */ [fragment] uniform sampler2D source_ssao; //texunit:0 +/* clang-format on */ uniform sampler2D source_depth; //texunit:1 uniform sampler2D source_normal; //texunit:3 @@ -36,16 +40,14 @@ uniform int filter_scale; /** Filter radius in pixels. This will be multiplied by SCALE. */ #define R (4) - ////////////////////////////////////////////////////////////////////////////////////////////// - // Gaussian coefficients const float gaussian[R + 1] = -// float[](0.356642, 0.239400, 0.072410, 0.009869); -// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 - float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 -// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 + //float[](0.356642, 0.239400, 0.072410, 0.009869); + //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 + float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 +//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 /** (1, 0) or (0, 1) */ uniform ivec2 axis; diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl index 777a0069fc..1696648dae 100644 --- a/drivers/gles3/shaders/ssao_minify.glsl +++ b/drivers/gles3/shaders/ssao_minify.glsl @@ -1,18 +1,22 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] #ifdef MINIFY_START #define SDEPTH_TYPE highp sampler2D uniform float camera_z_far; +/* clang-format on */ uniform float camera_z_near; #else diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index af0d5a0e62..f40fb3a244 100644 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -11,6 +13,7 @@ void main() { gl_Position = vertex_attrib; } +/* clang-format off */ [fragment] //#define QUALIFIER uniform // some guy on the interweb says it may be faster with this @@ -18,7 +21,8 @@ void main() { #ifdef USE_25_SAMPLES const int kernel_size = 25; -QUALIFIER vec2 kernel[25] = vec2[] ( +/* clang-format on */ +QUALIFIER vec2 kernel[25] = vec2[]( vec2(0.530605, 0.0), vec2(0.000973794, -3.0), vec2(0.00333804, -2.52083), @@ -43,8 +47,7 @@ QUALIFIER vec2 kernel[25] = vec2[] ( vec2(0.00700976, 1.6875), vec2(0.00500364, 2.08333), vec2(0.00333804, 2.52083), - vec2(0.000973794, 3.0) -); + vec2(0.000973794, 3.0)); #endif //USE_25_SAMPLES #ifdef USE_17_SAMPLES @@ -66,11 +69,9 @@ QUALIFIER vec2 kernel[17] = vec2[]( vec2(0.0216301, 0.78125), vec2(0.0144609, 1.125), vec2(0.0100386, 1.53125), - vec2(0.00317394, 2.0) -); + vec2(0.00317394, 2.0)); #endif //USE_17_SAMPLES - #ifdef USE_11_SAMPLES const int kernel_size = 11; QUALIFIER vec2 kernel[11] = vec2[]( @@ -84,8 +85,7 @@ QUALIFIER vec2 kernel[11] = vec2[]( vec2(0.0821904, 0.32), vec2(0.03639, 0.72), vec2(0.0192831, 1.28), - vec2(0.00471691, 2.0) -); + vec2(0.00471691, 2.0)); #endif //USE_11_SAMPLES uniform float max_radius; diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 56876bdb72..e4aa8d5730 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -15,11 +17,13 @@ void main() { #endif } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif +/* clang-format on */ in vec2 uv_interp; @@ -110,10 +114,8 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - return g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + - g1x * textureLod(tex, p1, lod)) + - g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + - g1x * textureLod(tex, p3, lod)); + return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) diff --git a/misc/hooks/pre-commit-clang-format b/misc/hooks/pre-commit-clang-format index 016a43038b..4f13b2afcb 100755 --- a/misc/hooks/pre-commit-clang-format +++ b/misc/hooks/pre-commit-clang-format @@ -31,7 +31,7 @@ PARSE_EXTS=true # File types to parse. Only effective when PARSE_EXTS is true. # FILE_EXTS=".c .h .cpp .hpp" -FILE_EXTS=".c .h .cpp .hpp .cc .hh .cxx .m .mm .inc *.java" +FILE_EXTS=".c .h .cpp .hpp .cc .hh .cxx .m .mm .inc *.java *.glsl" # Use pygmentize instead of cat to parse diff with highlighting. # Install it with `pip install pygments` (Linux) or `easy_install Pygments` (Mac) diff --git a/misc/travis/clang-format.sh b/misc/travis/clang-format.sh index 5463998720..ee4d0b2a10 100755 --- a/misc/travis/clang-format.sh +++ b/misc/travis/clang-format.sh @@ -11,7 +11,7 @@ else RANGE=HEAD fi -FILES=$(git diff-tree --no-commit-id --name-only -r $RANGE | grep -v thirdparty/ | grep -E "\.(c|h|cpp|hpp|cc|hh|cxx|m|mm|inc|java)$") +FILES=$(git diff-tree --no-commit-id --name-only -r $RANGE | grep -v thirdparty/ | grep -E "\.(c|h|cpp|hpp|cc|hh|cxx|m|mm|inc|java|glsl)$") echo "Checking files:\n$FILES" # create a random filename to store our generated patch diff --git a/modules/mobile_vr/shaders/lens_distorted.glsl b/modules/mobile_vr/shaders/lens_distorted.glsl index 5a2975d737..92604c891c 100644 --- a/modules/mobile_vr/shaders/lens_distorted.glsl +++ b/modules/mobile_vr/shaders/lens_distorted.glsl @@ -1,7 +1,9 @@ +/* clang-format off */ [vertex] -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ +layout(location = 4) in vec2 uv_in; uniform float offset_x; @@ -9,13 +11,15 @@ out vec2 uv_interp; void main() { - uv_interp = uv_in; - gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0); + uv_interp = uv_in; + gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0); } +/* clang-format off */ [fragment] uniform sampler2D source; //texunit:0 +/* clang-format on */ uniform vec2 eye_center; uniform float k1; @@ -28,32 +32,31 @@ in vec2 uv_interp; layout(location = 0) out vec4 frag_color; void main() { - vec2 coords = uv_interp; - vec2 offset = coords - eye_center; - - // take aspect ratio into account - offset.y /= aspect_ratio; - - // distort - vec2 offset_sq = offset * offset; - float radius_sq = offset_sq.x + offset_sq.y; - float radius_s4 = radius_sq * radius_sq; - float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); - offset *= distortion_scale; - - // reapply aspect ratio - offset.y *= aspect_ratio; - - // add our eye center back in - coords = offset + eye_center; - coords /= upscale; - - // and check our color - if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { - frag_color = vec4(0.0, 0.0, 0.0, 1.0); - } else { - coords = (coords + vec2(1.0)) / vec2(2.0); - frag_color = textureLod(source, coords, 0.0); - } + vec2 coords = uv_interp; + vec2 offset = coords - eye_center; + + // take aspect ratio into account + offset.y /= aspect_ratio; + + // distort + vec2 offset_sq = offset * offset; + float radius_sq = offset_sq.x + offset_sq.y; + float radius_s4 = radius_sq * radius_sq; + float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); + offset *= distortion_scale; + + // reapply aspect ratio + offset.y *= aspect_ratio; + + // add our eye center back in + coords = offset + eye_center; + coords /= upscale; + + // and check our color + if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { + frag_color = vec4(0.0, 0.0, 0.0, 1.0); + } else { + coords = (coords + vec2(1.0)) / vec2(2.0); + frag_color = textureLod(source, coords, 0.0); + } } - |