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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-19 08:06:51 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-19 08:19:50 +0200 |
commit | abc38b8d66360060296d792a8cf65c33c6010e8a (patch) | |
tree | bf453034e7d5f42393e24e1b9c66a7a991eb7346 /servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp | |
parent | b76dfde329592ecfd6f6b952082ae21859039e67 (diff) |
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp | 18 |
1 files changed, 16 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index e701219617..bc1603a219 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -757,7 +757,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { sky_shader.default_shader = storage->shader_allocate(); storage->shader_initialize(sky_shader.default_shader); - storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n"); + storage->shader_set_code(sky_shader.default_shader, R"( +shader_type sky; + +void sky() { + COLOR = vec3(0.0); +} +)"); sky_shader.default_material = storage->material_allocate(); storage->material_initialize(sky_shader.default_material); @@ -838,7 +844,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { sky_scene_state.fog_shader = storage->shader_allocate(); storage->shader_initialize(sky_scene_state.fog_shader); - storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n"); + storage->shader_set_code(sky_scene_state.fog_shader, R"( +shader_type sky; + +uniform vec4 clear_color; + +void sky() { + COLOR = clear_color.rgb; +} +)"); sky_scene_state.fog_material = storage->material_allocate(); storage->material_initialize(sky_scene_state.fog_material); |