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path: root/modules/lightmapper_rd/lm_blendseams.glsl
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Diffstat (limited to 'modules/lightmapper_rd/lm_blendseams.glsl')
-rw-r--r--modules/lightmapper_rd/lm_blendseams.glsl53
1 files changed, 23 insertions, 30 deletions
diff --git a/modules/lightmapper_rd/lm_blendseams.glsl b/modules/lightmapper_rd/lm_blendseams.glsl
index 8a9ea91311..e47e5fcc51 100644
--- a/modules/lightmapper_rd/lm_blendseams.glsl
+++ b/modules/lightmapper_rd/lm_blendseams.glsl
@@ -1,10 +1,9 @@
-/* clang-format off */
-[versions]
+#[versions]
-lines = "#define MODE_LINES"
-triangles = "#define MODE_TRIANGLES"
+lines = "#define MODE_LINES";
+triangles = "#define MODE_TRIANGLES";
-[vertex]
+#[vertex]
#version 450
@@ -12,22 +11,20 @@ VERSION_DEFINES
#include "lm_common_inc.glsl"
- /* clang-format on */
-
- layout(push_constant, binding = 0, std430) uniform Params {
- uint base_index;
- uint slice;
- vec2 uv_offset;
- bool debug;
- float blend;
- uint pad[2];
- } params;
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint base_index;
+ uint slice;
+ vec2 uv_offset;
+ bool debug;
+ float blend;
+ uint pad[2];
+}
+params;
layout(location = 0) out vec3 uv_interp;
void main() {
#ifdef MODE_TRIANGLES
-
uint triangle_idx = params.base_index + gl_VertexIndex / 3;
uint triangle_subidx = gl_VertexIndex % 3;
@@ -42,7 +39,6 @@ void main() {
uv_interp = vec3(uv, float(params.slice));
gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
-
#endif
#ifdef MODE_LINES
@@ -71,12 +67,10 @@ void main() {
uv_interp = vec3(src_uv, float(params.slice));
gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0);
- ;
#endif
}
-/* clang-format off */
-[fragment]
+#[fragment]
#version 450
@@ -84,16 +78,15 @@ VERSION_DEFINES
#include "lm_common_inc.glsl"
- /* clang-format on */
-
- layout(push_constant, binding = 0, std430) uniform Params {
- uint base_index;
- uint slice;
- vec2 uv_offset;
- bool debug;
- float blend;
- uint pad[2];
- } params;
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint base_index;
+ uint slice;
+ vec2 uv_offset;
+ bool debug;
+ float blend;
+ uint pad[2];
+}
+params;
layout(location = 0) in vec3 uv_interp;