diff options
Diffstat (limited to 'modules/lightmapper_rd/lm_raster.glsl')
-rw-r--r-- | modules/lightmapper_rd/lm_raster.glsl | 22 |
1 files changed, 5 insertions, 17 deletions
diff --git a/modules/lightmapper_rd/lm_raster.glsl b/modules/lightmapper_rd/lm_raster.glsl index 36b706bcd5..6c2904192b 100644 --- a/modules/lightmapper_rd/lm_raster.glsl +++ b/modules/lightmapper_rd/lm_raster.glsl @@ -1,5 +1,4 @@ -/* clang-format off */ -[vertex] +#[vertex] #version 450 @@ -7,9 +6,7 @@ VERSION_DEFINES #include "lm_common_inc.glsl" - /* clang-format on */ - - layout(location = 0) out vec3 vertex_interp; +layout(location = 0) out vec3 vertex_interp; layout(location = 1) out vec3 normal_interp; layout(location = 2) out vec2 uv_interp; layout(location = 3) out vec3 barycentric; @@ -26,11 +23,8 @@ layout(push_constant, binding = 0, std430) uniform Params { ivec3 grid_size; uint pad2; } - params; -/* clang-format on */ - void main() { uint triangle_idx = params.base_triangle + gl_VertexIndex / 3; uint triangle_subidx = gl_VertexIndex % 3; @@ -56,12 +50,9 @@ void main() { face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position))); gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0); - ; } -/* clang-format off */ - -[fragment] +#[fragment] #version 450 @@ -69,7 +60,6 @@ VERSION_DEFINES #include "lm_common_inc.glsl" - layout(push_constant, binding = 0, std430) uniform Params { vec2 atlas_size; vec2 uv_offset; @@ -79,9 +69,8 @@ layout(push_constant, binding = 0, std430) uniform Params { float bias; ivec3 grid_size; uint pad2; -} params; - -/* clang-format on */ +} +params; layout(location = 0) in vec3 vertex_interp; layout(location = 1) in vec3 normal_interp; @@ -100,7 +89,6 @@ void main() { { // smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal) // because we don't want to interpolate inwards, normals found pointing inwards are pushed out. - vec3 pos_a = vertices.data[vertex_indices.x].position; vec3 pos_b = vertices.data[vertex_indices.y].position; vec3 pos_c = vertices.data[vertex_indices.z].position; |