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 /modules/mobile_vr/shaders | |
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 'modules/mobile_vr/shaders')
-rw-r--r-- | modules/mobile_vr/shaders/lens_distorted.glsl | 67 |
1 files changed, 35 insertions, 32 deletions
diff --git a/modules/mobile_vr/shaders/lens_distorted.glsl b/modules/mobile_vr/shaders/lens_distorted.glsl index 5a2975d737..92604c891c 100644 --- a/modules/mobile_vr/shaders/lens_distorted.glsl +++ b/modules/mobile_vr/shaders/lens_distorted.glsl @@ -1,7 +1,9 @@ +/* clang-format off */ [vertex] -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ +layout(location = 4) in vec2 uv_in; uniform float offset_x; @@ -9,13 +11,15 @@ out vec2 uv_interp; void main() { - uv_interp = uv_in; - gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0); + uv_interp = uv_in; + gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0); } +/* clang-format off */ [fragment] uniform sampler2D source; //texunit:0 +/* clang-format on */ uniform vec2 eye_center; uniform float k1; @@ -28,32 +32,31 @@ in vec2 uv_interp; layout(location = 0) out vec4 frag_color; void main() { - vec2 coords = uv_interp; - vec2 offset = coords - eye_center; - - // take aspect ratio into account - offset.y /= aspect_ratio; - - // distort - vec2 offset_sq = offset * offset; - float radius_sq = offset_sq.x + offset_sq.y; - float radius_s4 = radius_sq * radius_sq; - float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); - offset *= distortion_scale; - - // reapply aspect ratio - offset.y *= aspect_ratio; - - // add our eye center back in - coords = offset + eye_center; - coords /= upscale; - - // and check our color - if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { - frag_color = vec4(0.0, 0.0, 0.0, 1.0); - } else { - coords = (coords + vec2(1.0)) / vec2(2.0); - frag_color = textureLod(source, coords, 0.0); - } + vec2 coords = uv_interp; + vec2 offset = coords - eye_center; + + // take aspect ratio into account + offset.y /= aspect_ratio; + + // distort + vec2 offset_sq = offset * offset; + float radius_sq = offset_sq.x + offset_sq.y; + float radius_s4 = radius_sq * radius_sq; + float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); + offset *= distortion_scale; + + // reapply aspect ratio + offset.y *= aspect_ratio; + + // add our eye center back in + coords = offset + eye_center; + coords /= upscale; + + // and check our color + if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { + frag_color = vec4(0.0, 0.0, 0.0, 1.0); + } else { + coords = (coords + vec2(1.0)) / vec2(2.0); + frag_color = textureLod(source, coords, 0.0); + } } - |