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authorRémi Verschelde <rverschelde@gmail.com>2018-08-24 14:50:59 +0200
committerRémi Verschelde <rverschelde@gmail.com>2018-08-24 14:50:59 +0200
commite68b96928bbc9814519534acd89003db33279858 (patch)
treef18f8b6dcf853d2f8bf446d13eeefe29d20c446b /drivers/gles2/shaders/blend_shape.glsl
parent1b6d75a5996b5e3c7cfdea81953c5955e1645c1a (diff)
Style: Fix code formatting in GLES2 shaders
Diffstat (limited to 'drivers/gles2/shaders/blend_shape.glsl')
-rw-r--r--drivers/gles2/shaders/blend_shape.glsl39
1 files changed, 16 insertions, 23 deletions
diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl
index 4e0d066823..d019062ba0 100644
--- a/drivers/gles2/shaders/blend_shape.glsl
+++ b/drivers/gles2/shaders/blend_shape.glsl
@@ -1,6 +1,5 @@
[vertex]
-
/*
from VisualServer:
@@ -23,56 +22,56 @@ ARRAY_INDEX=8,
/* INPUT ATTRIBS */
-layout(location=0) in highp VFORMAT vertex_attrib;
-layout(location=1) in vec3 normal_attrib;
+layout(location = 0) in highp VFORMAT vertex_attrib;
+layout(location = 1) in vec3 normal_attrib;
#ifdef ENABLE_TANGENT
-layout(location=2) in vec4 tangent_attrib;
+layout(location = 2) in vec4 tangent_attrib;
#endif
#ifdef ENABLE_COLOR
-layout(location=3) in vec4 color_attrib;
+layout(location = 3) in vec4 color_attrib;
#endif
#ifdef ENABLE_UV
-layout(location=4) in vec2 uv_attrib;
+layout(location = 4) in vec2 uv_attrib;
#endif
#ifdef ENABLE_UV2
-layout(location=5) in vec2 uv2_attrib;
+layout(location = 5) in vec2 uv2_attrib;
#endif
#ifdef ENABLE_SKELETON
-layout(location=6) in ivec4 bone_attrib;
-layout(location=7) in vec4 weight_attrib;
+layout(location = 6) in ivec4 bone_attrib;
+layout(location = 7) in vec4 weight_attrib;
#endif
/* BLEND ATTRIBS */
#ifdef ENABLE_BLEND
-layout(location=8) in highp VFORMAT vertex_attrib_blend;
-layout(location=9) in vec3 normal_attrib_blend;
+layout(location = 8) in highp VFORMAT vertex_attrib_blend;
+layout(location = 9) in vec3 normal_attrib_blend;
#ifdef ENABLE_TANGENT
-layout(location=10) in vec4 tangent_attrib_blend;
+layout(location = 10) in vec4 tangent_attrib_blend;
#endif
#ifdef ENABLE_COLOR
-layout(location=11) in vec4 color_attrib_blend;
+layout(location = 11) in vec4 color_attrib_blend;
#endif
#ifdef ENABLE_UV
-layout(location=12) in vec2 uv_attrib_blend;
+layout(location = 12) in vec2 uv_attrib_blend;
#endif
#ifdef ENABLE_UV2
-layout(location=13) in vec2 uv2_attrib_blend;
+layout(location = 13) in vec2 uv2_attrib_blend;
#endif
#ifdef ENABLE_SKELETON
-layout(location=14) in ivec4 bone_attrib_blend;
-layout(location=15) in vec4 weight_attrib_blend;
+layout(location = 14) in ivec4 bone_attrib_blend;
+layout(location = 15) in vec4 weight_attrib_blend;
#endif
#endif
@@ -110,7 +109,6 @@ uniform float blend_amount;
void main() {
-
#ifdef ENABLE_BLEND
vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount;
@@ -140,7 +138,6 @@ void main() {
uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount;
#endif
-
#ifdef ENABLE_SKELETON
bone_out = bone_attrib_blend;
@@ -149,7 +146,6 @@ void main() {
#else //ENABLE_BLEND
-
vertex_out = vertex_attrib * blend_amount;
#ifdef ENABLE_NORMAL
@@ -177,7 +173,6 @@ void main() {
uv2_out = uv2_attrib * blend_amount;
#endif
-
#ifdef ENABLE_SKELETON
bone_out = bone_attrib;
@@ -190,8 +185,6 @@ void main() {
[fragment]
-
void main() {
}
-