From 1b6d75a5996b5e3c7cfdea81953c5955e1645c1a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 24 Aug 2018 13:42:18 +0200 Subject: Style: Fix code formatting in GLES3 shaders --- drivers/gles3/shaders/canvas_shadow.glsl | 24 ++++++++---------------- 1 file changed, 8 insertions(+), 16 deletions(-) (limited to 'drivers/gles3/shaders/canvas_shadow.glsl') diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl index c757990de0..b06e9076d9 100644 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ b/drivers/gles3/shaders/canvas_shadow.glsl @@ -1,20 +1,18 @@ [vertex] - - uniform highp mat4 projection_matrix; uniform highp mat4 light_matrix; uniform highp mat4 world_matrix; uniform highp float distance_norm; -layout(location=0) in highp vec3 vertex; +layout(location = 0) in highp vec3 vertex; out highp vec4 position_interp; void main() { - gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0))); - position_interp=gl_Position; + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); + position_interp = gl_Position; } [fragment] @@ -22,28 +20,22 @@ void main() { in highp vec4 position_interp; #ifdef USE_RGBA_SHADOWS - -layout(location=0) out lowp vec4 distance_buf; - +layout(location = 0) out lowp vec4 distance_buf; #else - -layout(location=0) out highp float distance_buf; - +layout(location = 0) out highp float distance_buf; #endif void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias; + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias #ifdef USE_RGBA_SHADOWS highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - distance_buf=comp; + distance_buf = comp; #else - distance_buf=depth; - + distance_buf = depth; #endif } - -- cgit v1.2.3