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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-05-14 23:09:03 +0200 |
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committer | GitHub <noreply@github.com> | 2020-05-14 23:09:03 +0200 |
commit | 00949f0c5fcc6a4f8382a4a97d5591fd9ec380f8 (patch) | |
tree | 2b1c31f45add24085b64425ce440f577424c16a1 /drivers/gles2/shaders/subsurf_scattering.glsl | |
parent | 5046f666a1181675b39f156c38346525dc1c444e (diff) | |
parent | 0ee0fa42e6639b6fa474b7cf6afc6b1a78142185 (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.glsl | 3 |
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 |