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authorRémi Verschelde <rverschelde@gmail.com>2020-03-30 08:28:32 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-03-30 09:05:53 +0200
commitcd4e46ee65dab6baa6a143bf3b3f64244be36712 (patch)
tree689e53265691e782ae35a961445c975219e1155d /servers/rendering/rasterizer_rd/shaders
parent0168709978154a89f137b44f33647e5d28a46250 (diff)
SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub42
1 files changed, 21 insertions, 21 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 2dcb2a703f..6e852e2dc5 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -1,24 +1,24 @@
#!/usr/bin/env python
-Import('env')
+Import("env")
-if 'RD_GLSL' in env['BUILDERS']:
- env.RD_GLSL('canvas.glsl');
- env.RD_GLSL('canvas_occlusion.glsl');
- env.RD_GLSL('blur.glsl');
- env.RD_GLSL('cubemap_roughness.glsl');
- env.RD_GLSL('cubemap_downsampler.glsl');
- env.RD_GLSL('cubemap_filter.glsl');
- env.RD_GLSL('scene_high_end.glsl');
- env.RD_GLSL('sky.glsl');
- env.RD_GLSL('tonemap.glsl');
- env.RD_GLSL('copy.glsl');
- env.RD_GLSL('giprobe.glsl');
- env.RD_GLSL('giprobe_debug.glsl');
- env.RD_GLSL('giprobe_sdf.glsl');
- env.RD_GLSL('luminance_reduce.glsl');
- env.RD_GLSL('bokeh_dof.glsl');
- env.RD_GLSL('ssao.glsl');
- env.RD_GLSL('ssao_minify.glsl');
- env.RD_GLSL('ssao_blur.glsl');
- env.RD_GLSL('roughness_limiter.glsl');
+if "RD_GLSL" in env["BUILDERS"]:
+ env.RD_GLSL("canvas.glsl")
+ env.RD_GLSL("canvas_occlusion.glsl")
+ env.RD_GLSL("blur.glsl")
+ env.RD_GLSL("cubemap_roughness.glsl")
+ env.RD_GLSL("cubemap_downsampler.glsl")
+ env.RD_GLSL("cubemap_filter.glsl")
+ env.RD_GLSL("scene_high_end.glsl")
+ env.RD_GLSL("sky.glsl")
+ env.RD_GLSL("tonemap.glsl")
+ env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("giprobe.glsl")
+ env.RD_GLSL("giprobe_debug.glsl")
+ env.RD_GLSL("giprobe_sdf.glsl")
+ env.RD_GLSL("luminance_reduce.glsl")
+ env.RD_GLSL("bokeh_dof.glsl")
+ env.RD_GLSL("ssao.glsl")
+ env.RD_GLSL("ssao_minify.glsl")
+ env.RD_GLSL("ssao_blur.glsl")
+ env.RD_GLSL("roughness_limiter.glsl")