summaryrefslogtreecommitdiff
path: root/drivers/gles2/shaders/subsurf_scattering.glsl
diff options
context:
space:
mode:
authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-05-14 23:09:03 +0200
committerGitHub <noreply@github.com>2020-05-14 23:09:03 +0200
commit00949f0c5fcc6a4f8382a4a97d5591fd9ec380f8 (patch)
tree2b1c31f45add24085b64425ce440f577424c16a1 /drivers/gles2/shaders/subsurf_scattering.glsl
parent5046f666a1181675b39f156c38346525dc1c444e (diff)
parent0ee0fa42e6639b6fa474b7cf6afc6b1a78142185 (diff)
Merge pull request #38738 from akien-mga/cause-we-never-go-out-of-style
Style: Remove new line at block start, enforce line between functions, enforce braces in if and loop blocks
Diffstat (limited to 'drivers/gles2/shaders/subsurf_scattering.glsl')
-rw-r--r--drivers/gles2/shaders/subsurf_scattering.glsl3
1 files changed, 0 insertions, 3 deletions
diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl
index f40fb3a244..d0c34cf1b0 100644
--- a/drivers/gles2/shaders/subsurf_scattering.glsl
+++ b/drivers/gles2/shaders/subsurf_scattering.glsl
@@ -8,7 +8,6 @@ layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
-
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
@@ -102,7 +101,6 @@ uniform sampler2D source_depth; //texunit:2
layout(location = 0) out vec4 frag_color;
void main() {
-
float strength = texture(source_sss, uv_interp).r;
strength *= strength; //stored as sqrt
@@ -110,7 +108,6 @@ void main() {
vec4 base_color = texture(source_diffuse, uv_interp);
if (strength > 0.0) {
-
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION