Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
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@@ -1,33 +1,32 @@
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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
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static const char* pointSpriteFragmentShader= \
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"#version 330\n"
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"precision highp float;\n"
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"in Fragment\n"
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"{\n"
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" vec4 color;\n"
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"} fragment;\n"
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"in vec3 ambient;\n"
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"out vec4 color;\n"
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"void main_textured(void)\n"
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"{\n"
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" color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;\n"
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"}\n"
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"void main(void)\n"
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"{\n"
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" vec3 N;\n"
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" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
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" float mag = dot(N.xy, N.xy);\n"
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" if (mag > 1.0) discard; \n"
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" vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec3 ct;\n"
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" float at,af;\n"
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" af = 1.0;\n"
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" \n"
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" ct = texel.rgb;\n"
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" at = texel.a;\n"
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" \n"
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" vec3 lightDir= vec3(1,0,0);\n"
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" float diffuse = max(0.0, dot(lightDir, N));\n"
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" color = vec4(ct * diffuse, at * af); \n"
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"}\n"
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;
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static const char* pointSpriteFragmentShader =
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"#version 330\n"
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"precision highp float;\n"
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"in Fragment\n"
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"{\n"
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" vec4 color;\n"
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"} fragment;\n"
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"in vec3 ambient;\n"
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"out vec4 color;\n"
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"void main_textured(void)\n"
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"{\n"
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" color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;\n"
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"}\n"
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"void main(void)\n"
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"{\n"
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" vec3 N;\n"
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" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
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" float mag = dot(N.xy, N.xy);\n"
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" if (mag > 1.0) discard; \n"
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" vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec3 ct;\n"
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" float at,af;\n"
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" af = 1.0;\n"
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" \n"
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" ct = texel.rgb;\n"
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" at = texel.a;\n"
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" \n"
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" vec3 lightDir= vec3(1,0,0);\n"
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" float diffuse = max(0.0, dot(lightDir, N));\n"
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" color = vec4(ct * diffuse, at * af); \n"
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"}\n";
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