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-rw-r--r--drivers/gles2/shaders/blend_shape.glsl4
-rw-r--r--drivers/gles2/shaders/canvas.glsl27
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl4
-rw-r--r--drivers/gles2/shaders/copy.glsl4
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl4
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl4
-rw-r--r--drivers/gles2/shaders/exposure.glsl4
-rw-r--r--drivers/gles2/shaders/particles.glsl17
-rw-r--r--drivers/gles2/shaders/resolve.glsl4
-rw-r--r--drivers/gles2/shaders/scene.glsl24
-rw-r--r--drivers/gles2/shaders/screen_space_reflection.glsl4
-rw-r--r--drivers/gles2/shaders/ssao.glsl4
-rw-r--r--drivers/gles2/shaders/ssao_blur.glsl6
-rw-r--r--drivers/gles2/shaders/ssao_minify.glsl4
-rw-r--r--drivers/gles2/shaders/subsurf_scattering.glsl4
-rw-r--r--drivers/gles2/shaders/tonemap.glsl6
-rw-r--r--drivers/gles3/shaders/blend_shape.glsl4
-rw-r--r--drivers/gles3/shaders/canvas.glsl52
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl4
-rw-r--r--drivers/gles3/shaders/copy.glsl4
-rw-r--r--drivers/gles3/shaders/cube_to_dp.glsl4
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl4
-rw-r--r--drivers/gles3/shaders/exposure.glsl4
-rw-r--r--drivers/gles3/shaders/particles.glsl18
-rw-r--r--drivers/gles3/shaders/resolve.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl64
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl4
-rw-r--r--drivers/gles3/shaders/ssao.glsl7
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl14
-rw-r--r--drivers/gles3/shaders/ssao_minify.glsl4
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl16
-rw-r--r--drivers/gles3/shaders/tonemap.glsl10
-rwxr-xr-xmisc/hooks/pre-commit-clang-format2
-rwxr-xr-xmisc/travis/clang-format.sh2
-rw-r--r--modules/mobile_vr/shaders/lens_distorted.glsl67
37 files changed, 320 insertions, 100 deletions
diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl
index d019062ba0..a1e954e33d 100644
--- a/drivers/gles2/shaders/blend_shape.glsl
+++ b/drivers/gles2/shaders/blend_shape.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
/*
@@ -23,6 +24,7 @@ ARRAY_INDEX=8,
/* INPUT ATTRIBS */
layout(location = 0) in highp VFORMAT vertex_attrib;
+/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#ifdef ENABLE_TANGENT
@@ -183,8 +185,10 @@ void main() {
gl_Position = vec4(0.0);
}
+/* clang-format off */
[fragment]
void main() {
}
+/* clang-format on */
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index cee68a58ff..ba69ca9b6e 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
@@ -9,6 +10,7 @@ precision mediump int;
#endif
uniform highp mat4 projection_matrix;
+/* clang-format on */
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0
@@ -29,8 +31,12 @@ uniform vec4 src_rect;
uniform highp float time;
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
vec2 select(vec2 a, vec2 b, bvec2 c) {
vec2 ret;
@@ -74,17 +80,21 @@ void main() {
#endif
-{
- vec2 src_vtx = outvec.xy;
+ {
+ vec2 src_vtx = outvec.xy;
+ /* clang-format off */
+
VERTEX_SHADER_CODE
-}
+ /* clang-format on */
+ }
color_interp = color;
gl_Position = projection_matrix * modelview_matrix * outvec;
}
+/* clang-format off */
[fragment]
#ifdef USE_GLES_OVER_GL
@@ -96,6 +106,7 @@ precision mediump int;
#endif
uniform sampler2D color_texture; // texunit:-1
+/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:-2
@@ -118,8 +129,12 @@ uniform vec2 screen_pixel_size;
#endif
+/* clang-format off */
+
FRAGMENT_SHADER_GLOBALS
+/* clang-format on */
+
void main() {
vec4 color = color_interp;
@@ -129,11 +144,13 @@ void main() {
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
-{
+ {
+ /* clang-format off */
FRAGMENT_SHADER_CODE
-}
+ /* clang-format on */
+ }
color *= final_modulate;
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index 81af486101..e3c8140e31 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
uniform highp mat4 projection_matrix;
+/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
@@ -15,9 +17,11 @@ void main() {
position_interp = gl_Position;
}
+/* clang-format off */
[fragment]
in highp vec4 position_interp;
+/* clang-format on */
#ifdef USE_RGBA_SHADOWS
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 6e9aad2a5d..16bbde196d 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
@@ -9,6 +10,7 @@ precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
+/* clang-format on */
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
attribute vec3 cube_in; // attrib:4
@@ -46,6 +48,7 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#define M_PI 3.14159265359
@@ -63,6 +66,7 @@ varying vec3 cube_interp;
#else
varying vec2 uv_interp;
#endif
+/* clang-format on */
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; // texunit:0
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl
index b44aab8946..3d24c36336 100644
--- a/drivers/gles2/shaders/cube_to_dp.glsl
+++ b/drivers/gles2/shaders/cube_to_dp.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
@@ -9,6 +10,7 @@ precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
+/* clang-format on */
attribute vec2 uv_in; // attrib:4
varying vec2 uv_interp;
@@ -19,6 +21,7 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#ifdef USE_GLES_OVER_GL
@@ -30,6 +33,7 @@ precision mediump int;
#endif
uniform highp samplerCube source_cube; //texunit:0
+/* clang-format on */
varying vec2 uv_interp;
uniform bool z_flip;
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 0d60104480..2a1ad8d8f2 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
@@ -9,6 +10,7 @@ precision mediump int;
#endif
attribute highp vec2 vertex; // attrib:0
+/* clang-format on */
attribute highp vec2 uv; // attrib:4
varying highp vec2 uv_interp;
@@ -19,6 +21,7 @@ void main() {
gl_Position = vec4(vertex, 0, 1);
}
+/* clang-format off */
[fragment]
#extension GL_ARB_shader_texture_lod : enable
@@ -41,6 +44,7 @@ uniform sampler2D source_panorama; //texunit:0
#else
uniform samplerCube source_cube; //texunit:0
#endif
+/* clang-format on */
uniform int face_id;
uniform float roughness;
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl
index 0e2d28af20..a531802c75 100644
--- a/drivers/gles2/shaders/effect_blur.glsl
+++ b/drivers/gles2/shaders/effect_blur.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -22,6 +24,7 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
@@ -29,6 +32,7 @@ precision mediump float;
#endif
in vec2 uv_interp;
+/* clang-format on */
uniform sampler2D source_color; //texunit:0
#ifdef SSAO_MERGE
diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl
index 18fff1ae36..759adcda06 100644
--- a/drivers/gles2/shaders/exposure.glsl
+++ b/drivers/gles2/shaders/exposure.glsl
@@ -1,15 +1,19 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
uniform highp sampler2D source_exposure; //texunit:0
+/* clang-format on */
#ifdef EXPOSURE_BEGIN
diff --git a/drivers/gles2/shaders/particles.glsl b/drivers/gles2/shaders/particles.glsl
index 5af4b65b28..5974050fc1 100644
--- a/drivers/gles2/shaders/particles.glsl
+++ b/drivers/gles2/shaders/particles.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 color;
+/* clang-format on */
layout(location = 1) in highp vec4 velocity_active;
layout(location = 2) in highp vec4 custom;
layout(location = 3) in highp vec4 xform_1;
@@ -45,16 +47,22 @@ out highp vec4 out_xform_3; //tfb:
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { //ubo:0
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
uint hash(uint x) {
x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
@@ -165,9 +173,11 @@ void main() {
//execute shader
{
+ /* clang-format off */
VERTEX_SHADER_CODE
+ /* clang-format on */
}
#if !defined(DISABLE_FORCE)
@@ -223,6 +233,7 @@ VERTEX_SHADER_CODE
#endif //PARTICLES_COPY
}
+/* clang-format off */
[fragment]
//any code here is never executed, stuff is filled just so it works
@@ -240,12 +251,16 @@ MATERIAL_UNIFORMS
FRAGMENT_SHADER_GLOBALS
void main() {
-
{
+
LIGHT_SHADER_CODE
+
}
{
+
FRAGMENT_SHADER_CODE
+
}
}
+/* clang-format on */
diff --git a/drivers/gles2/shaders/resolve.glsl b/drivers/gles2/shaders/resolve.glsl
index 05bb922eec..5c6f5d6561 100644
--- a/drivers/gles2/shaders/resolve.glsl
+++ b/drivers/gles2/shaders/resolve.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,6 +13,7 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
@@ -18,6 +21,7 @@ precision mediump float;
#endif
in vec2 uv_interp;
+/* clang-format on */
uniform sampler2D source_specular; //texunit:0
uniform sampler2D source_ssr; //texunit:1
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 8bcb3b5f1d..906c089170 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
@@ -15,6 +16,7 @@ precision mediump int;
//
attribute highp vec4 vertex_attrib; // attrib:0
+/* clang-format on */
attribute vec3 normal_attrib; // attrib:1
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
@@ -108,8 +110,12 @@ varying vec2 uv_interp;
varying vec2 uv2_interp;
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
void main() {
highp vec4 vertex = vertex_attrib;
@@ -206,11 +212,13 @@ void main() {
#define world_transform world_matrix
-{
+ {
+ /* clang-format off */
VERTEX_SHADER_CODE
-}
+ /* clang-format on */
+ }
vec4 outvec = vertex;
@@ -254,6 +262,7 @@ VERTEX_SHADER_CODE
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
}
+/* clang-format off */
[fragment]
#extension GL_ARB_shader_texture_lod : enable
@@ -279,6 +288,7 @@ precision mediump int;
//
uniform mat4 camera_matrix;
+/* clang-format on */
uniform mat4 camera_inverse_matrix;
uniform mat4 projection_matrix;
uniform mat4 projection_inverse_matrix;
@@ -390,8 +400,12 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
}
+/* clang-format off */
+
FRAGMENT_SHADER_GLOBALS
+/* clang-format on */
+
#ifdef LIGHT_PASS
void light_compute(
vec3 N,
@@ -504,11 +518,13 @@ void main() {
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
-{
+ {
+ /* clang-format off */
FRAGMENT_SHADER_CODE
-}
+ /* clang-format on */
+ }
#if defined(ENABLE_NORMALMAP)
normalmap.xy = normalmap.xy * 2.0 - 1.0;
diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl
index 77af874ee4..a11da10b61 100644
--- a/drivers/gles2/shaders/screen_space_reflection.glsl
+++ b/drivers/gles2/shaders/screen_space_reflection.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -13,9 +15,11 @@ void main() {
pos_interp.xy = gl_Position.xy;
}
+/* clang-format off */
[fragment]
in vec2 uv_interp;
+/* clang-format on */
in vec2 pos_interp;
uniform sampler2D source_diffuse; //texunit:0
diff --git a/drivers/gles2/shaders/ssao.glsl b/drivers/gles2/shaders/ssao.glsl
index 8dbe8c6ba9..82eea8f274 100644
--- a/drivers/gles2/shaders/ssao.glsl
+++ b/drivers/gles2/shaders/ssao.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
@@ -8,6 +10,7 @@ void main() {
gl_Position.z = 1.0;
}
+/* clang-format off */
[fragment]
#define TWO_PI 6.283185307179586476925286766559
@@ -53,6 +56,7 @@ const int ROTATIONS[] = int[](
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
19, 27, 21, 25, 39, 29, 17, 21, 27);
+/* clang-format on */
//#define NUM_SPIRAL_TURNS (7)
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
diff --git a/drivers/gles2/shaders/ssao_blur.glsl b/drivers/gles2/shaders/ssao_blur.glsl
index 82b735a2b4..e4133ad534 100644
--- a/drivers/gles2/shaders/ssao_blur.glsl
+++ b/drivers/gles2/shaders/ssao_blur.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
@@ -8,9 +10,11 @@ void main() {
gl_Position.z = 1.0;
}
+/* clang-format off */
[fragment]
uniform sampler2D source_ssao; //texunit:0
+/* clang-format on */
uniform sampler2D source_depth; //texunit:1
uniform sampler2D source_normal; //texunit:3
@@ -43,7 +47,7 @@ const float gaussian[R + 1] =
//float[](0.356642, 0.239400, 0.072410, 0.009869);
//float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
- //float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
+//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
/** (1, 0) or (0, 1)*/
uniform ivec2 axis;
diff --git a/drivers/gles2/shaders/ssao_minify.glsl b/drivers/gles2/shaders/ssao_minify.glsl
index 777a0069fc..272f3e236e 100644
--- a/drivers/gles2/shaders/ssao_minify.glsl
+++ b/drivers/gles2/shaders/ssao_minify.glsl
@@ -1,12 +1,15 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#ifdef MINIFY_START
@@ -14,6 +17,7 @@ void main() {
#define SDEPTH_TYPE highp sampler2D
uniform float camera_z_far;
uniform float camera_z_near;
+/* clang-format on */
#else
diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl
index fb7908f06a..f40fb3a244 100644
--- a/drivers/gles2/shaders/subsurf_scattering.glsl
+++ b/drivers/gles2/shaders/subsurf_scattering.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,6 +13,7 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
@@ -18,6 +21,7 @@ void main() {
#ifdef USE_25_SAMPLES
const int kernel_size = 25;
+/* clang-format on */
QUALIFIER vec2 kernel[25] = vec2[](
vec2(0.530605, 0.0),
vec2(0.000973794, -3.0),
diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl
index f3f6a85565..eae3b5a1ca 100644
--- a/drivers/gles2/shaders/tonemap.glsl
+++ b/drivers/gles2/shaders/tonemap.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -14,6 +16,7 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
@@ -21,6 +24,7 @@ precision mediump float;
#endif
in vec2 uv_interp;
+/* clang-format on */
uniform highp sampler2D source; //texunit:0
@@ -115,7 +119,7 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size;
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl
index d019062ba0..a1e954e33d 100644
--- a/drivers/gles3/shaders/blend_shape.glsl
+++ b/drivers/gles3/shaders/blend_shape.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
/*
@@ -23,6 +24,7 @@ ARRAY_INDEX=8,
/* INPUT ATTRIBS */
layout(location = 0) in highp VFORMAT vertex_attrib;
+/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#ifdef ENABLE_TANGENT
@@ -183,8 +185,10 @@ void main() {
gl_Position = vec4(0.0);
}
+/* clang-format off */
[fragment]
void main() {
}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 9e99305fe7..53f563303a 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec2 vertex;
+/* clang-format on */
layout(location = 3) in vec4 color_attrib;
#ifdef USE_SKELETON
@@ -97,16 +99,22 @@ uniform int v_frames;
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { //ubo:2
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
void main() {
vec4 color = color_attrib;
@@ -151,11 +159,13 @@ void main() {
#define extra_matrix extra_matrix2
-{
+ {
+ /* clang-format off */
VERTEX_SHADER_CODE
-}
+ /* clang-format on */
+ }
#ifdef USE_NINEPATCH
@@ -188,29 +198,29 @@ VERTEX_SHADER_CODE
highp mat2x4 m;
m = mat2x4(
texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.x;
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.y;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.z;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2);
m += mat2x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0))
- * bone_weights.w;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
+ bone_weights.w;
mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse;
@@ -246,9 +256,11 @@ VERTEX_SHADER_CODE
#endif
}
+/* clang-format off */
[fragment]
uniform mediump sampler2D color_texture; // texunit:0
+/* clang-format on */
uniform highp vec2 color_texpixel_size;
uniform mediump sampler2D normal_texture; // texunit:1
@@ -313,16 +325,22 @@ layout(location = 0) out mediump vec4 frag_color;
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
FRAGMENT_SHADER_GLOBALS
+/* clang-format on */
+
void light_compute(
inout vec4 light,
inout vec2 light_vec,
@@ -339,8 +357,12 @@ void light_compute(
#if defined(USE_LIGHT_SHADER_CODE)
+ /* clang-format off */
+
LIGHT_SHADER_CODE
+ /* clang-format on */
+
#endif
}
@@ -472,8 +494,12 @@ void main() {
vec3 normal_map = vec3(0.0, 0.0, 1.0);
#endif
+ /* clang-format off */
+
FRAGMENT_SHADER_CODE
+ /* clang-format on */
+
#if defined(NORMALMAP_USED)
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
#endif
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index b06e9076d9..68d0713385 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
uniform highp mat4 projection_matrix;
+/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
@@ -15,9 +17,11 @@ void main() {
position_interp = gl_Position;
}
+/* clang-format off */
[fragment]
in highp vec4 position_interp;
+/* clang-format on */
#ifdef USE_RGBA_SHADOWS
layout(location = 0) out lowp vec4 distance_buf;
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index e17b71df27..a5637537d2 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
layout(location = 4) in vec3 cube_in;
#else
@@ -45,6 +47,7 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#define M_PI 3.14159265359
@@ -58,6 +61,7 @@ in vec3 cube_interp;
#else
in vec2 uv_interp;
#endif
+/* clang-format on */
#ifdef USE_ASYM_PANO
uniform highp mat4 pano_transform;
diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl
index 2911746bb7..2b74f054f9 100644
--- a/drivers/gles3/shaders/cube_to_dp.glsl
+++ b/drivers/gles3/shaders/cube_to_dp.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,9 +13,11 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
uniform highp samplerCube source_cube; //texunit:0
+/* clang-format on */
in vec2 uv_interp;
uniform bool z_flip;
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 7f2dc5057c..f65f798ff0 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec2 vertex;
+/* clang-format on */
layout(location = 4) in highp vec2 uv;
@@ -12,9 +14,11 @@ void main() {
gl_Position = vec4(vertex, 0, 1);
}
+/* clang-format off */
[fragment]
precision highp float;
+/* clang-format on */
precision highp int;
#ifdef USE_SOURCE_PANORAMA
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 3872ee8d1d..b67d06bc10 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -22,11 +24,13 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
+/* clang-format on */
in vec2 uv_interp;
uniform sampler2D source_color; //texunit:0
diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl
index 18fff1ae36..759adcda06 100644
--- a/drivers/gles3/shaders/exposure.glsl
+++ b/drivers/gles3/shaders/exposure.glsl
@@ -1,15 +1,19 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
uniform highp sampler2D source_exposure; //texunit:0
+/* clang-format on */
#ifdef EXPOSURE_BEGIN
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index 56e5545efe..8523c08597 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 color;
+/* clang-format on */
layout(location = 1) in highp vec4 velocity_active;
layout(location = 2) in highp vec4 custom;
layout(location = 3) in highp vec4 xform_1;
@@ -45,16 +47,22 @@ out highp vec4 out_xform_3; //tfb:
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { //ubo:0
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
uint hash(uint x) {
x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
@@ -165,7 +173,11 @@ void main() {
//execute shader
{
+ /* clang-format off */
+
VERTEX_SHADER_CODE
+
+ /* clang-format on */
}
#if !defined(DISABLE_FORCE)
@@ -221,6 +233,7 @@ VERTEX_SHADER_CODE
#endif //PARTICLES_COPY
}
+/* clang-format off */
[fragment]
// any code here is never executed, stuff is filled just so it works
@@ -240,10 +253,15 @@ FRAGMENT_SHADER_GLOBALS
void main() {
{
+
LIGHT_SHADER_CODE
+
}
{
+
FRAGMENT_SHADER_CODE
+
}
}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl
index d860fa544f..d64d8308c1 100644
--- a/drivers/gles3/shaders/resolve.glsl
+++ b/drivers/gles3/shaders/resolve.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,11 +13,13 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
+/* clang-format on */
in vec2 uv_interp;
uniform sampler2D source_specular; // texunit:0
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index cacce93dc5..12cbe02d0c 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1,3 +1,4 @@
+/* clang-format off */
[vertex]
#define M_PI 3.14159265359
@@ -21,6 +22,7 @@ ARRAY_INDEX=8,
/* INPUT ATTRIBS */
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
layout(location = 2) in vec4 tangent_attrib;
@@ -226,16 +228,22 @@ out vec3 binormal_interp;
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData { // ubo:1
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
VERTEX_SHADER_GLOBALS
+/* clang-format on */
+
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
out highp float dp_clip;
@@ -340,32 +348,32 @@ void main() {
m = mat3x4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
- * bone_weights.x;
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
m += mat3x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
- * bone_weights.y;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
m += mat3x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
- * bone_weights.z;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
m += mat3x4(
- texelFetch(skeleton_texture, tex_ofs, 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
- * bone_weights.w;
+ texelFetch(skeleton_texture, tex_ofs, 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ bone_weights.w;
mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0)));
@@ -374,11 +382,13 @@ void main() {
#endif
mat4 modelview = camera_inverse_matrix * world_matrix;
-{
+ {
+ /* clang-format off */
VERTEX_SHADER_CODE
-}
+ /* clang-format on */
+ }
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
@@ -501,6 +511,7 @@ VERTEX_SHADER_CODE
#endif // USE_VERTEX_LIGHTING
}
+/* clang-format off */
[fragment]
/* texture unit usage, N is max_texture_unity-N
@@ -519,6 +530,7 @@ VERTEX_SHADER_CODE
*/
uniform highp mat4 world_transform;
+/* clang-format on */
#define M_PI 3.14159265359
@@ -552,7 +564,6 @@ layout(std140) uniform Radiance { // ubo:2
mat4 radiance_inverse_xform;
float radiance_ambient_contribution;
-
};
#define RADIANCE_MAX_LOD 5.0
@@ -608,16 +619,22 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
#if defined(USE_MATERIAL)
+/* clang-format off */
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
+/* clang-format on */
#endif
+/* clang-format off */
+
FRAGMENT_SHADER_GLOBALS
+/* clang-format on */
+
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
@@ -663,7 +680,7 @@ layout(std140) uniform SceneData {
highp float fog_height_curve;
};
-//directional light data
+ //directional light data
#ifdef USE_LIGHT_DIRECTIONAL
@@ -701,7 +718,6 @@ struct LightData {
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
-
};
layout(std140) uniform OmniLightData { // ubo:4
@@ -916,8 +932,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec
vec3 light = L;
vec3 view = V;
+ /* clang-format off */
+
LIGHT_SHADER_CODE
+ /* clang-format on */
+
#else
float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
@@ -1599,11 +1619,13 @@ void main() {
float sss_strength = 0.0;
#endif
-{
+ {
+ /* clang-format off */
FRAGMENT_SHADER_CODE
-}
+ /* clang-format on */
+ }
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 73b1ddbb0e..86546319a0 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -13,9 +15,11 @@ void main() {
pos_interp.xy = gl_Position.xy;
}
+/* clang-format off */
[fragment]
in vec2 uv_interp;
+/* clang-format on */
in vec2 pos_interp;
uniform sampler2D source_diffuse; //texunit:0
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index 2eeeac31c3..be44365169 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
@@ -8,6 +10,7 @@ void main() {
gl_Position.z = 1.0;
}
+/* clang-format off */
[fragment]
#define TWO_PI 6.283185307179586476925286766559
@@ -46,8 +49,8 @@ const int ROTATIONS[] = int[](
13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
- 19, 27, 21, 25, 39, 29, 17, 21, 27
-);
+ 19, 27, 21, 25, 39, 29, 17, 21, 27);
+/* clang-format on */
//#define NUM_SPIRAL_TURNS (7)
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl
index 5526d0de18..c49ea1e957 100644
--- a/drivers/gles3/shaders/ssao_blur.glsl
+++ b/drivers/gles3/shaders/ssao_blur.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
@@ -8,9 +10,11 @@ void main() {
gl_Position.z = 1.0;
}
+/* clang-format off */
[fragment]
uniform sampler2D source_ssao; //texunit:0
+/* clang-format on */
uniform sampler2D source_depth; //texunit:1
uniform sampler2D source_normal; //texunit:3
@@ -36,16 +40,14 @@ uniform int filter_scale;
/** Filter radius in pixels. This will be multiplied by SCALE. */
#define R (4)
-
//////////////////////////////////////////////////////////////////////////////////////////////
-
// Gaussian coefficients
const float gaussian[R + 1] =
-// float[](0.356642, 0.239400, 0.072410, 0.009869);
-// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
- float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
-// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
+ //float[](0.356642, 0.239400, 0.072410, 0.009869);
+ //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
+ float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
+//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
/** (1, 0) or (0, 1) */
uniform ivec2 axis;
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl
index 777a0069fc..1696648dae 100644
--- a/drivers/gles3/shaders/ssao_minify.glsl
+++ b/drivers/gles3/shaders/ssao_minify.glsl
@@ -1,18 +1,22 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
#ifdef MINIFY_START
#define SDEPTH_TYPE highp sampler2D
uniform float camera_z_far;
+/* clang-format on */
uniform float camera_z_near;
#else
diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
index af0d5a0e62..f40fb3a244 100644
--- a/drivers/gles3/shaders/subsurf_scattering.glsl
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -11,6 +13,7 @@ void main() {
gl_Position = vertex_attrib;
}
+/* clang-format off */
[fragment]
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
@@ -18,7 +21,8 @@ void main() {
#ifdef USE_25_SAMPLES
const int kernel_size = 25;
-QUALIFIER vec2 kernel[25] = vec2[] (
+/* clang-format on */
+QUALIFIER vec2 kernel[25] = vec2[](
vec2(0.530605, 0.0),
vec2(0.000973794, -3.0),
vec2(0.00333804, -2.52083),
@@ -43,8 +47,7 @@ QUALIFIER vec2 kernel[25] = vec2[] (
vec2(0.00700976, 1.6875),
vec2(0.00500364, 2.08333),
vec2(0.00333804, 2.52083),
- vec2(0.000973794, 3.0)
-);
+ vec2(0.000973794, 3.0));
#endif //USE_25_SAMPLES
#ifdef USE_17_SAMPLES
@@ -66,11 +69,9 @@ QUALIFIER vec2 kernel[17] = vec2[](
vec2(0.0216301, 0.78125),
vec2(0.0144609, 1.125),
vec2(0.0100386, 1.53125),
- vec2(0.00317394, 2.0)
-);
+ vec2(0.00317394, 2.0));
#endif //USE_17_SAMPLES
-
#ifdef USE_11_SAMPLES
const int kernel_size = 11;
QUALIFIER vec2 kernel[11] = vec2[](
@@ -84,8 +85,7 @@ QUALIFIER vec2 kernel[11] = vec2[](
vec2(0.0821904, 0.32),
vec2(0.03639, 0.72),
vec2(0.0192831, 1.28),
- vec2(0.00471691, 2.0)
-);
+ vec2(0.00471691, 2.0));
#endif //USE_11_SAMPLES
uniform float max_radius;
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index 56876bdb72..e4aa8d5730 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -1,6 +1,8 @@
+/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
@@ -15,11 +17,13 @@ void main() {
#endif
}
+/* clang-format off */
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
+/* clang-format on */
in vec2 uv_interp;
@@ -110,10 +114,8 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
- return g0(fuv.y) * (g0x * textureLod(tex, p0, lod) +
- g1x * textureLod(tex, p1, lod)) +
- g1(fuv.y) * (g0x * textureLod(tex, p2, lod) +
- g1x * textureLod(tex, p3, lod));
+ return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
diff --git a/misc/hooks/pre-commit-clang-format b/misc/hooks/pre-commit-clang-format
index 016a43038b..4f13b2afcb 100755
--- a/misc/hooks/pre-commit-clang-format
+++ b/misc/hooks/pre-commit-clang-format
@@ -31,7 +31,7 @@ PARSE_EXTS=true
# File types to parse. Only effective when PARSE_EXTS is true.
# FILE_EXTS=".c .h .cpp .hpp"
-FILE_EXTS=".c .h .cpp .hpp .cc .hh .cxx .m .mm .inc *.java"
+FILE_EXTS=".c .h .cpp .hpp .cc .hh .cxx .m .mm .inc *.java *.glsl"
# Use pygmentize instead of cat to parse diff with highlighting.
# Install it with `pip install pygments` (Linux) or `easy_install Pygments` (Mac)
diff --git a/misc/travis/clang-format.sh b/misc/travis/clang-format.sh
index 5463998720..ee4d0b2a10 100755
--- a/misc/travis/clang-format.sh
+++ b/misc/travis/clang-format.sh
@@ -11,7 +11,7 @@ else
RANGE=HEAD
fi
-FILES=$(git diff-tree --no-commit-id --name-only -r $RANGE | grep -v thirdparty/ | grep -E "\.(c|h|cpp|hpp|cc|hh|cxx|m|mm|inc|java)$")
+FILES=$(git diff-tree --no-commit-id --name-only -r $RANGE | grep -v thirdparty/ | grep -E "\.(c|h|cpp|hpp|cc|hh|cxx|m|mm|inc|java|glsl)$")
echo "Checking files:\n$FILES"
# create a random filename to store our generated patch
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);
+ }
}
-