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authorRémi Verschelde <rverschelde@gmail.com>2017-01-14 12:26:56 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-01-14 14:52:23 +0100
commit93ab45b6b5c4f8e0619e963156c983009d399a9d (patch)
tree80e55993f29ad7bf502ef7388eef78114b2dc4ab /drivers/gles2/shaders
parent78e90ac60b81f17fdf8c319357f16962e92e6106 (diff)
Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/material.glsl10
2 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index eeab42ee64..4bcebbd69d 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -392,7 +392,7 @@ LIGHT_SHADER_CODE
//use lighting
#endif
-// color.rgb*=color.a;
+ //color.rgb*=color.a;
gl_FragColor = color;
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index e5be25757d..704a22c5d1 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -820,7 +820,7 @@ void main() {
vec3 binormal = normalize(binormal_interp)*side;
vec3 tangent = normalize(tangent_interp)*side;
#endif
-// vec3 normal = abs(normalize(normal_interp))*side;
+ //vec3 normal = abs(normalize(normal_interp))*side;
vec3 normal = normalize(normal_interp)*side;
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
@@ -989,7 +989,7 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM
-// if (vertex_interp.z > light_pssm_split) {
+ //if (vertex_interp.z > light_pssm_split) {
#if 0
highp vec3 splane = vec3(0.0,0.0,0.0);
@@ -1261,12 +1261,12 @@ LIGHT_SHADER_CODE
vec3 ambient = const_light_mult*ambient_light*diffuse.rgb;
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
-// ambient*=diffuse_interp.a; //attenuation affects ambient too
+ //ambient*=diffuse_interp.a; //attenuation affects ambient too
# endif
-// diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
-// diffuse.rgb+=emission * const_light_mult;
+ //diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
+ //diffuse.rgb+=emission * const_light_mult;
diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
diffuse.rgb+=emission * const_light_mult;