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authorRémi Verschelde <rverschelde@gmail.com>2019-02-27 08:57:37 +0100
committerRémi Verschelde <rverschelde@gmail.com>2019-02-27 09:01:24 +0100
commit0ba75c195efffcb098ac74440ffb0fa9c85d0d96 (patch)
tree4beaa2d008b5c40a469319552e46cfc8e9e94eb0 /drivers/gles2/shaders
parentcaa42667e801318fcb78c9f52921a48cf985b62f (diff)
Fix GCC 5 build after #26331 and cleanup style
Also cleanup after 01a3dd3.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl2
-rw-r--r--drivers/gles2/shaders/scene.glsl4
3 files changed, 2 insertions, 6 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index c292897ad0..b13801946f 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -349,7 +349,7 @@ void main() {
vec2 uv = uv_interp;
#ifdef USE_FORCE_REPEAT
//needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that dont support it
- uv = mod(uv,vec2(1.0,1.0));
+ uv = mod(uv, vec2(1.0, 1.0));
#endif
#if !defined(COLOR_USED)
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index c32aabc4bf..a6902836ed 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -194,7 +194,7 @@ void main() {
gl_FragColor = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
#else
- gl_FragColor = vec4(textureCube(source_cube,N).rgb, 1.0);
+ gl_FragColor = vec4(textureCube(source_cube, N).rgb, 1.0);
#endif //USE_SOURCE_PANORAMA
#else
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index fa359125b2..371ea8498a 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -660,7 +660,6 @@ VERTEX_SHADER_CODE
#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
position_interp = gl_Position;
#endif
-
}
/* clang-format off */
@@ -1358,12 +1357,9 @@ LIGHT_SHADER_CODE
#endif
-
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos)))
-
-
float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
#ifdef SHADOW_MODE_PCF_13