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authorRémi Verschelde <rverschelde@gmail.com>2018-08-24 13:42:18 +0200
committerRémi Verschelde <rverschelde@gmail.com>2018-08-24 13:42:18 +0200
commit1b6d75a5996b5e3c7cfdea81953c5955e1645c1a (patch)
treecc9c96fa7d8f943bd0fb2b344d7e26e48231a633 /drivers/gles3/shaders/canvas_shadow.glsl
parentf123694b4e5ac52bb82b3a2e3cbd6d36db1d0c9c (diff)
Style: Fix code formatting in GLES3 shaders
Diffstat (limited to 'drivers/gles3/shaders/canvas_shadow.glsl')
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl24
1 files changed, 8 insertions, 16 deletions
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index c757990de0..b06e9076d9 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -1,20 +1,18 @@
[vertex]
-
-
uniform highp mat4 projection_matrix;
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
-layout(location=0) in highp vec3 vertex;
+layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
- position_interp=gl_Position;
+ gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
+ position_interp = gl_Position;
}
[fragment]
@@ -22,28 +20,22 @@ void main() {
in highp vec4 position_interp;
#ifdef USE_RGBA_SHADOWS
-
-layout(location=0) out lowp vec4 distance_buf;
-
+layout(location = 0) out lowp vec4 distance_buf;
#else
-
-layout(location=0) out highp float distance_buf;
-
+layout(location = 0) out highp float distance_buf;
#endif
void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- distance_buf=comp;
+ distance_buf = comp;
#else
- distance_buf=depth;
-
+ distance_buf = depth;
#endif
}
-