diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-27 07:31:48 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-08-27 07:34:14 +0200 |
commit | 4226d56ca9ec91c4878d47e3bce4784e5edc3006 (patch) | |
tree | 92a34cf9488067658e5f32da6d48bd5869a40c6b /drivers/gles3/shaders/scene.glsl | |
parent | db55d8a4b6ad6c14f2131e02b50689eb8380276f (diff) |
Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 64 |
1 files changed, 43 insertions, 21 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index cacce93dc5..12cbe02d0c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1,3 +1,4 @@ +/* clang-format off */ [vertex] #define M_PI 3.14159265359 @@ -21,6 +22,7 @@ ARRAY_INDEX=8, /* INPUT ATTRIBS */ layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 1) in vec3 normal_attrib; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) layout(location = 2) in vec4 tangent_attrib; @@ -226,16 +228,22 @@ out vec3 binormal_interp; #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { // ubo:1 MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + VERTEX_SHADER_GLOBALS +/* clang-format on */ + #ifdef RENDER_DEPTH_DUAL_PARABOLOID out highp float dp_clip; @@ -340,32 +348,32 @@ void main() { m = mat3x4( texelFetch(skeleton_texture, tex_ofs, 0), texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.x; + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.x; tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3); m += mat3x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.y; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.y; tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3); m += mat3x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.z; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.z; tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3); m += mat3x4( - texelFetch(skeleton_texture, tex_ofs, 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), - texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) - * bone_weights.w; + texelFetch(skeleton_texture, tex_ofs, 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0), + texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) * + bone_weights.w; mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0))); @@ -374,11 +382,13 @@ void main() { #endif mat4 modelview = camera_inverse_matrix * world_matrix; -{ + { + /* clang-format off */ VERTEX_SHADER_CODE -} + /* clang-format on */ + } // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) @@ -501,6 +511,7 @@ VERTEX_SHADER_CODE #endif // USE_VERTEX_LIGHTING } +/* clang-format off */ [fragment] /* texture unit usage, N is max_texture_unity-N @@ -519,6 +530,7 @@ VERTEX_SHADER_CODE */ uniform highp mat4 world_transform; +/* clang-format on */ #define M_PI 3.14159265359 @@ -552,7 +564,6 @@ layout(std140) uniform Radiance { // ubo:2 mat4 radiance_inverse_xform; float radiance_ambient_contribution; - }; #define RADIANCE_MAX_LOD 5.0 @@ -608,16 +619,22 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) { #if defined(USE_MATERIAL) +/* clang-format off */ layout(std140) uniform UniformData { MATERIAL_UNIFORMS }; +/* clang-format on */ #endif +/* clang-format off */ + FRAGMENT_SHADER_GLOBALS +/* clang-format on */ + layout(std140) uniform SceneData { highp mat4 projection_matrix; @@ -663,7 +680,7 @@ layout(std140) uniform SceneData { highp float fog_height_curve; }; -//directional light data + //directional light data #ifdef USE_LIGHT_DIRECTIONAL @@ -701,7 +718,6 @@ struct LightData { mediump vec4 light_clamp; mediump vec4 shadow_color_contact; highp mat4 shadow_matrix; - }; layout(std140) uniform OmniLightData { // ubo:4 @@ -916,8 +932,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec vec3 light = L; vec3 view = V; + /* clang-format off */ + LIGHT_SHADER_CODE + /* clang-format on */ + #else float NdotL = dot(N, L); float cNdotL = max(NdotL, 0.0); // clamped NdotL @@ -1599,11 +1619,13 @@ void main() { float sss_strength = 0.0; #endif -{ + { + /* clang-format off */ FRAGMENT_SHADER_CODE -} + /* clang-format on */ + } #if defined(ALPHA_SCISSOR_USED) if (alpha < alpha_scissor) { |