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Diffstat (limited to 'drivers/gles3/shaders/subsurf_scattering.glsl')
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl16
1 files changed, 8 insertions, 8 deletions
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;