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authorRémi Verschelde <rverschelde@gmail.com>2020-05-18 10:56:22 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-05-18 10:58:14 +0200
commitc74d65cec84532d14d39be970438516c2b9f6c0e (patch)
treec574cf78035c205a5e0ebc247f28d01a3c64b4bd /modules
parent0187cdae9ae34b762501b0e6b8da61b3986d079b (diff)
GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
Diffstat (limited to 'modules')
-rw-r--r--modules/lightmapper_rd/lm_blendseams.glsl53
-rw-r--r--modules/lightmapper_rd/lm_common_inc.glsl7
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl22
-rw-r--r--modules/lightmapper_rd/lm_raster.glsl22
4 files changed, 35 insertions, 69 deletions
diff --git a/modules/lightmapper_rd/lm_blendseams.glsl b/modules/lightmapper_rd/lm_blendseams.glsl
index 8a9ea91311..e47e5fcc51 100644
--- a/modules/lightmapper_rd/lm_blendseams.glsl
+++ b/modules/lightmapper_rd/lm_blendseams.glsl
@@ -1,10 +1,9 @@
-/* clang-format off */
-[versions]
+#[versions]
-lines = "#define MODE_LINES"
-triangles = "#define MODE_TRIANGLES"
+lines = "#define MODE_LINES";
+triangles = "#define MODE_TRIANGLES";
-[vertex]
+#[vertex]
#version 450
@@ -12,22 +11,20 @@ VERSION_DEFINES
#include "lm_common_inc.glsl"
- /* clang-format on */
-
- layout(push_constant, binding = 0, std430) uniform Params {
- uint base_index;
- uint slice;
- vec2 uv_offset;
- bool debug;
- float blend;
- uint pad[2];
- } params;
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint base_index;
+ uint slice;
+ vec2 uv_offset;
+ bool debug;
+ float blend;
+ uint pad[2];
+}
+params;
layout(location = 0) out vec3 uv_interp;
void main() {
#ifdef MODE_TRIANGLES
-
uint triangle_idx = params.base_index + gl_VertexIndex / 3;
uint triangle_subidx = gl_VertexIndex % 3;
@@ -42,7 +39,6 @@ void main() {
uv_interp = vec3(uv, float(params.slice));
gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
-
#endif
#ifdef MODE_LINES
@@ -71,12 +67,10 @@ void main() {
uv_interp = vec3(src_uv, float(params.slice));
gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0);
- ;
#endif
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
@@ -84,16 +78,15 @@ VERSION_DEFINES
#include "lm_common_inc.glsl"
- /* clang-format on */
-
- layout(push_constant, binding = 0, std430) uniform Params {
- uint base_index;
- uint slice;
- vec2 uv_offset;
- bool debug;
- float blend;
- uint pad[2];
- } params;
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint base_index;
+ uint slice;
+ vec2 uv_offset;
+ bool debug;
+ float blend;
+ uint pad[2];
+}
+params;
layout(location = 0) in vec3 uv_interp;
diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl
index 15946d5327..0ff455936e 100644
--- a/modules/lightmapper_rd/lm_common_inc.glsl
+++ b/modules/lightmapper_rd/lm_common_inc.glsl
@@ -11,7 +11,6 @@ struct Vertex {
layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
Vertex data[];
}
-
vertices;
struct Triangle {
@@ -22,7 +21,6 @@ struct Triangle {
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
Triangle data[];
}
-
triangles;
struct Box {
@@ -35,13 +33,11 @@ struct Box {
layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes {
Box data[];
}
-
boxes;
layout(set = 0, binding = 4, std430) restrict readonly buffer GridIndices {
uint data[];
}
-
grid_indices;
#define LIGHT_TYPE_DIRECTIONAL 0
@@ -70,7 +66,6 @@ struct Light {
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
Light data[];
}
-
lights;
struct Seam {
@@ -81,13 +76,11 @@ struct Seam {
layout(set = 0, binding = 6, std430) restrict readonly buffer Seams {
Seam data[];
}
-
seams;
layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
vec4 data[];
}
-
probe_positions;
layout(set = 0, binding = 8) uniform utexture3D grid;
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index a442016969..56976bd623 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -1,13 +1,12 @@
-/* clang-format off */
-[versions]
+#[versions]
-primary = "#define MODE_DIRECT_LIGHT"
-secondary = "#define MODE_BOUNCE_LIGHT"
-dilate = "#define MODE_DILATE"
-unocclude = "#define MODE_UNOCCLUDE"
-light_probes = "#define MODE_LIGHT_PROBES"
+primary = "#define MODE_DIRECT_LIGHT";
+secondary = "#define MODE_BOUNCE_LIGHT";
+dilate = "#define MODE_DILATE";
+unocclude = "#define MODE_UNOCCLUDE";
+light_probes = "#define MODE_LIGHT_PROBES";
-[compute]
+#[compute]
#version 450
@@ -29,14 +28,11 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#include "lm_common_inc.glsl"
-/* clang-format on */
-
#ifdef MODE_LIGHT_PROBES
layout(set = 1, binding = 0, std430) restrict buffer LightProbeData {
vec4 data[];
}
-
light_probes;
layout(set = 1, binding = 1) uniform texture2DArray source_light;
@@ -94,7 +90,6 @@ layout(push_constant, binding = 0, std430) uniform Params {
mat3x4 env_transform;
}
-
params;
//check it, but also return distance and barycentric coords (for uv lookup)
@@ -123,7 +118,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
out float r_distance, out vec3 r_normal
#endif
) {
-
/* world coords */
vec3 rel = p_to - p_from;
@@ -149,7 +143,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) {
uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
if (cell_data.x > 0) { //triangles here
-
bool hit = false;
#if defined(MODE_UNOCCLUDE)
bool hit_backface = false;
@@ -211,7 +204,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
r_triangle = tidx;
r_barycentric = barycentric;
}
-
#endif
}
}
diff --git a/modules/lightmapper_rd/lm_raster.glsl b/modules/lightmapper_rd/lm_raster.glsl
index 36b706bcd5..6c2904192b 100644
--- a/modules/lightmapper_rd/lm_raster.glsl
+++ b/modules/lightmapper_rd/lm_raster.glsl
@@ -1,5 +1,4 @@
-/* clang-format off */
-[vertex]
+#[vertex]
#version 450
@@ -7,9 +6,7 @@ VERSION_DEFINES
#include "lm_common_inc.glsl"
- /* clang-format on */
-
- layout(location = 0) out vec3 vertex_interp;
+layout(location = 0) out vec3 vertex_interp;
layout(location = 1) out vec3 normal_interp;
layout(location = 2) out vec2 uv_interp;
layout(location = 3) out vec3 barycentric;
@@ -26,11 +23,8 @@ layout(push_constant, binding = 0, std430) uniform Params {
ivec3 grid_size;
uint pad2;
}
-
params;
-/* clang-format on */
-
void main() {
uint triangle_idx = params.base_triangle + gl_VertexIndex / 3;
uint triangle_subidx = gl_VertexIndex % 3;
@@ -56,12 +50,9 @@ void main() {
face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position)));
gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
- ;
}
-/* clang-format off */
-
-[fragment]
+#[fragment]
#version 450
@@ -69,7 +60,6 @@ VERSION_DEFINES
#include "lm_common_inc.glsl"
-
layout(push_constant, binding = 0, std430) uniform Params {
vec2 atlas_size;
vec2 uv_offset;
@@ -79,9 +69,8 @@ layout(push_constant, binding = 0, std430) uniform Params {
float bias;
ivec3 grid_size;
uint pad2;
-} params;
-
-/* clang-format on */
+}
+params;
layout(location = 0) in vec3 vertex_interp;
layout(location = 1) in vec3 normal_interp;
@@ -100,7 +89,6 @@ void main() {
{
// smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal)
// because we don't want to interpolate inwards, normals found pointing inwards are pushed out.
-
vec3 pos_a = vertices.data[vertex_indices.x].position;
vec3 pos_b = vertices.data[vertex_indices.y].position;
vec3 pos_c = vertices.data[vertex_indices.z].position;