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authorRémi Verschelde <rverschelde@gmail.com>2018-08-27 07:31:48 +0200
committerRémi Verschelde <rverschelde@gmail.com>2018-08-27 07:34:14 +0200
commit4226d56ca9ec91c4878d47e3bce4784e5edc3006 (patch)
tree92a34cf9488067658e5f32da6d48bd5869a40c6b /drivers/gles3
parentdb55d8a4b6ad6c14f2131e02b50689eb8380276f (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')
-rw-r--r--drivers/gles3/shaders/blend_shape.glsl4
-rw-r--r--drivers/gles3/shaders/canvas.glsl52
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl4
-rw-r--r--drivers/gles3/shaders/copy.glsl4
-rw-r--r--drivers/gles3/shaders/cube_to_dp.glsl4
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl4
-rw-r--r--drivers/gles3/shaders/exposure.glsl4
-rw-r--r--drivers/gles3/shaders/particles.glsl18
-rw-r--r--drivers/gles3/shaders/resolve.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl64
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl4
-rw-r--r--drivers/gles3/shaders/ssao.glsl7
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl14
-rw-r--r--drivers/gles3/shaders/ssao_minify.glsl4
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl16
-rw-r--r--drivers/gles3/shaders/tonemap.glsl10
17 files changed, 167 insertions, 54 deletions
diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl
index d019062ba0..a1e954e33d 100644
--- a/drivers/gles3/shaders/blend_shape.glsl
+++ b/drivers/gles3/shaders/blend_shape.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
/*
@@ -23,6 +24,7 @@ ARRAY_INDEX=8,
/* INPUT ATTRIBS */
layout(location = 0) in highp VFORMAT vertex_attrib;
+/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#ifdef ENABLE_TANGENT
@@ -183,8 +185,10 @@ void main() {
gl_Position = vec4(0.0);
}
+/* clang-format off */
[fragment]
void main() {
}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 9e99305fe7..53f563303a 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec2 vertex;
+/* clang-format on */
layout(location = 3) in vec4 color_attrib;
#ifdef USE_SKELETON
@@ -97,16 +99,22 @@ uniform int v_frames;
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { //ubo:2
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
void main() {
vec4 color = color_attrib;
@@ -151,11 +159,13 @@ void main() {
#define extra_matrix extra_matrix2
-{
+ {
+ /* clang-format off */
VERTEX_SHADER_CODE
-}
+ /* clang-format on */
+ }
#ifdef USE_NINEPATCH
@@ -188,29 +198,29 @@ VERTEX_SHADER_CODE
highp mat2x4 m;
m = mat2x4(
texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.x;
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.y;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.z;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.w;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.w;
mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse;
@@ -246,9 +256,11 @@ VERTEX_SHADER_CODE
#endif
}
+/* clang-format off */
[fragment]
uniform mediump sampler2D color_texture; // texunit:0
+/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
@@ -313,16 +325,22 @@ layout(location = 0) out mediump vec4 frag_color;
#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 */
+
void light_compute(
inout vec4 light,
inout vec2 light_vec,
@@ -339,8 +357,12 @@ void light_compute(
#if defined(USE_LIGHT_SHADER_CODE)
+ /* clang-format off */
+
LIGHT_SHADER_CODE
+ /* clang-format on */
+
#endif
}
@@ -472,8 +494,12 @@ void main() {
vec3 normal_map = vec3(0.0, 0.0, 1.0);
#endif
+ /* clang-format off */
+
FRAGMENT_SHADER_CODE
+ /* clang-format on */
+
#if defined(NORMALMAP_USED)
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
#endif
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index b06e9076d9..68d0713385 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
uniform highp mat4 projection_matrix;
+/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
@@ -15,9 +17,11 @@ void main() {
position_interp = gl_Position;
}
+/* clang-format off */
[fragment]
in highp vec4 position_interp;
+/* clang-format on */
#ifdef USE_RGBA_SHADOWS
layout(location = 0) out lowp vec4 distance_buf;
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index e17b71df27..a5637537d2 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
layout(location = 4) in vec3 cube_in;
#else
@@ -45,6 +47,7 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#define M_PI 3.14159265359
@@ -58,6 +61,7 @@ in vec3 cube_interp;
#else
in vec2 uv_interp;
#endif
+/* clang-format on */
#ifdef USE_ASYM_PANO
uniform highp mat4 pano_transform;
diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl
index 2911746bb7..2b74f054f9 100644
--- a/drivers/gles3/shaders/cube_to_dp.glsl
+++ b/drivers/gles3/shaders/cube_to_dp.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,9 +13,11 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
uniform highp samplerCube source_cube; //texunit:0
+/* clang-format on */
in vec2 uv_interp;
uniform bool z_flip;
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 7f2dc5057c..f65f798ff0 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec2 vertex;
+/* clang-format on */
layout(location = 4) in highp vec2 uv;
@@ -12,9 +14,11 @@ void main() {
gl_Position = vec4(vertex, 0, 1);
}
+/* clang-format off */
[fragment]
precision highp float;
+/* clang-format on */
precision highp int;
#ifdef USE_SOURCE_PANORAMA
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 3872ee8d1d..b67d06bc10 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -22,11 +24,13 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
+/* clang-format on */
in vec2 uv_interp;
uniform sampler2D source_color; //texunit:0
diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl
index 18fff1ae36..759adcda06 100644
--- a/drivers/gles3/shaders/exposure.glsl
+++ b/drivers/gles3/shaders/exposure.glsl
@@ -1,15 +1,19 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
uniform highp sampler2D source_exposure; //texunit:0
+/* clang-format on */
#ifdef EXPOSURE_BEGIN
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index 56e5545efe..8523c08597 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 color;
+/* clang-format on */
layout(location = 1) in highp vec4 velocity_active;
layout(location = 2) in highp vec4 custom;
layout(location = 3) in highp vec4 xform_1;
@@ -45,16 +47,22 @@ out highp vec4 out_xform_3; //tfb:
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { //ubo:0
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
uint hash(uint x) {
x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
@@ -165,7 +173,11 @@ void main() {
//execute shader
{
+ /* clang-format off */
+
VERTEX_SHADER_CODE
+
+ /* clang-format on */
}
#if !defined(DISABLE_FORCE)
@@ -221,6 +233,7 @@ VERTEX_SHADER_CODE
#endif //PARTICLES_COPY
}
+/* clang-format off */
[fragment]
// any code here is never executed, stuff is filled just so it works
@@ -240,10 +253,15 @@ FRAGMENT_SHADER_GLOBALS
void main() {
{
+
LIGHT_SHADER_CODE
+
}
{
+
FRAGMENT_SHADER_CODE
+
}
}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl
index d860fa544f..d64d8308c1 100644
--- a/drivers/gles3/shaders/resolve.glsl
+++ b/drivers/gles3/shaders/resolve.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,11 +13,13 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
+/* clang-format on */
in vec2 uv_interp;
uniform sampler2D source_specular; // texunit:0
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) {
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 73b1ddbb0e..86546319a0 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -13,9 +15,11 @@ void main() {
pos_interp.xy = gl_Position.xy;
}
+/* clang-format off */
[fragment]
in vec2 uv_interp;
+/* clang-format on */
in vec2 pos_interp;
uniform sampler2D source_diffuse; //texunit:0
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index 2eeeac31c3..be44365169 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
@@ -8,6 +10,7 @@ void main() {
gl_Position.z = 1.0;
}
+/* clang-format off */
[fragment]
#define TWO_PI 6.283185307179586476925286766559
@@ -46,8 +49,8 @@ const int ROTATIONS[] = int[](
13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
- 19, 27, 21, 25, 39, 29, 17, 21, 27
-);
+ 19, 27, 21, 25, 39, 29, 17, 21, 27);
+/* clang-format on */
//#define NUM_SPIRAL_TURNS (7)
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl
index 5526d0de18..c49ea1e957 100644
--- a/drivers/gles3/shaders/ssao_blur.glsl
+++ b/drivers/gles3/shaders/ssao_blur.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
@@ -8,9 +10,11 @@ void main() {
gl_Position.z = 1.0;
}
+/* clang-format off */
[fragment]
uniform sampler2D source_ssao; //texunit:0
+/* clang-format on */
uniform sampler2D source_depth; //texunit:1
uniform sampler2D source_normal; //texunit:3
@@ -36,16 +40,14 @@ uniform int filter_scale;
/** Filter radius in pixels. This will be multiplied by SCALE. */
#define R (4)
-
//////////////////////////////////////////////////////////////////////////////////////////////
-
// Gaussian coefficients
const float gaussian[R + 1] =
-// float[](0.356642, 0.239400, 0.072410, 0.009869);
-// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
- float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
-// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
+ //float[](0.356642, 0.239400, 0.072410, 0.009869);
+ //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
+ float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
+//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
/** (1, 0) or (0, 1) */
uniform ivec2 axis;
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl
index 777a0069fc..1696648dae 100644
--- a/drivers/gles3/shaders/ssao_minify.glsl
+++ b/drivers/gles3/shaders/ssao_minify.glsl
@@ -1,18 +1,22 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#ifdef MINIFY_START
#define SDEPTH_TYPE highp sampler2D
uniform float camera_z_far;
+/* clang-format on */
uniform float camera_z_near;
#else
diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
index af0d5a0e62..f40fb3a244 100644
--- a/drivers/gles3/shaders/subsurf_scattering.glsl
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,6 +13,7 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
@@ -18,7 +21,8 @@ void main() {
#ifdef USE_25_SAMPLES
const int kernel_size = 25;
-QUALIFIER vec2 kernel[25] = vec2[] (
+/* clang-format on */
+QUALIFIER vec2 kernel[25] = vec2[](
vec2(0.530605, 0.0),
vec2(0.000973794, -3.0),
vec2(0.00333804, -2.52083),
@@ -43,8 +47,7 @@ QUALIFIER vec2 kernel[25] = vec2[] (
vec2(0.00700976, 1.6875),
vec2(0.00500364, 2.08333),
vec2(0.00333804, 2.52083),
- vec2(0.000973794, 3.0)
-);
+ vec2(0.000973794, 3.0));
#endif //USE_25_SAMPLES
#ifdef USE_17_SAMPLES
@@ -66,11 +69,9 @@ QUALIFIER vec2 kernel[17] = vec2[](
vec2(0.0216301, 0.78125),
vec2(0.0144609, 1.125),
vec2(0.0100386, 1.53125),
- vec2(0.00317394, 2.0)
-);
+ vec2(0.00317394, 2.0));
#endif //USE_17_SAMPLES
-
#ifdef USE_11_SAMPLES
const int kernel_size = 11;
QUALIFIER vec2 kernel[11] = vec2[](
@@ -84,8 +85,7 @@ QUALIFIER vec2 kernel[11] = vec2[](
vec2(0.0821904, 0.32),
vec2(0.03639, 0.72),
vec2(0.0192831, 1.28),
- vec2(0.00471691, 2.0)
-);
+ vec2(0.00471691, 2.0));
#endif //USE_11_SAMPLES
uniform float max_radius;
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index 56876bdb72..e4aa8d5730 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -15,11 +17,13 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
+/* clang-format on */
in vec2 uv_interp;
@@ -110,10 +114,8 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
- return g0(fuv.y) * (g0x * textureLod(tex, p0, lod) +
- g1x * textureLod(tex, p1, lod)) +
- g1(fuv.y) * (g0x * textureLod(tex, p2, lod) +
- g1x * textureLod(tex, p3, lod));
+ return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)