diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-24 14:50:59 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-24 14:50:59 +0200 |
commit | e68b96928bbc9814519534acd89003db33279858 (patch) | |
tree | f18f8b6dcf853d2f8bf446d13eeefe29d20c446b /drivers/gles2/shaders/blend_shape.glsl | |
parent | 1b6d75a5996b5e3c7cfdea81953c5955e1645c1a (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.glsl | 39 |
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() { } - |