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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-18 10:56:22 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-18 10:58:14 +0200 |
commit | c74d65cec84532d14d39be970438516c2b9f6c0e (patch) | |
tree | c574cf78035c205a5e0ebc247f28d01a3c64b4bd /servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl | |
parent | 0187cdae9ae34b762501b0e6b8da61b3986d079b (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 'servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl | 8 |
1 files changed, 1 insertions, 7 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl index 9d660c5865..88a953562f 100644 --- a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl @@ -1,16 +1,11 @@ -/* clang-format off */ -[compute] +#[compute] #version 450 VERSION_DEFINES - - layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; -/* clang-format on */ - #ifdef USE_25_SAMPLES const int kernel_size = 13; @@ -105,7 +100,6 @@ layout(push_constant, binding = 1, std430) uniform Params { float depth_scale; uint pad[3]; } - params; layout(set = 0, binding = 0) uniform sampler2D source_image; |