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author | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-24 13:42:18 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-24 13:42:18 +0200 |
commit | 1b6d75a5996b5e3c7cfdea81953c5955e1645c1a (patch) | |
tree | cc9c96fa7d8f943bd0fb2b344d7e26e48231a633 /drivers/gles3/shaders/canvas_shadow.glsl | |
parent | f123694b4e5ac52bb82b3a2e3cbd6d36db1d0c9c (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.glsl | 24 |
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 } - |