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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@@ -1,37 +1,36 @@
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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* pointSpriteVertexShader= \
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"#version 330\n"
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"precision highp float;\n"
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"layout (location = 0) in vec4 position;\n"
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"layout (location = 1) in vec4 instance_position;\n"
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"layout (location = 3) in vec2 uvcoords;\n"
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"layout (location = 4) in vec3 vertexnormal;\n"
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"layout (location = 5) in vec4 instance_color;\n"
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"layout (location = 6) in vec3 instance_scale;\n"
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"uniform float screenWidth = 700.f;\n"
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"out Fragment\n"
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"{\n"
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" vec4 color;\n"
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"} fragment;\n"
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"//\n"
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"// vector rotation via quaternion\n"
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"//\n"
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"out vec3 ambient;\n"
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"void main(void)\n"
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"{\n"
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" ambient = vec3(0.3,.3,0.3);\n"
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" \n"
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" \n"
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" vec4 axis = vec4(1,1,1,0);\n"
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" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);\n"
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" vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));\n"
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" float dist = length(posEye);\n"
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" float pointRadius = 1.f;\n"
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" gl_PointSize = instance_scale.x * pointRadius * (screenWidth / dist);\n"
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" gl_Position = vertexPos;\n"
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" \n"
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" fragment.color = instance_color;\n"
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"}\n"
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;
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static const char* pointSpriteVertexShader =
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"#version 330\n"
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"precision highp float;\n"
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"layout (location = 0) in vec4 position;\n"
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"layout (location = 1) in vec4 instance_position;\n"
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"layout (location = 3) in vec2 uvcoords;\n"
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"layout (location = 4) in vec3 vertexnormal;\n"
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"layout (location = 5) in vec4 instance_color;\n"
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"layout (location = 6) in vec3 instance_scale;\n"
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"uniform float screenWidth = 700.f;\n"
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"out Fragment\n"
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"{\n"
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" vec4 color;\n"
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"} fragment;\n"
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"//\n"
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"// vector rotation via quaternion\n"
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"//\n"
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"out vec3 ambient;\n"
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"void main(void)\n"
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"{\n"
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" ambient = vec3(0.3,.3,0.3);\n"
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" \n"
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" \n"
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" vec4 axis = vec4(1,1,1,0);\n"
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" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);\n"
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" vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));\n"
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" float dist = length(posEye);\n"
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" float pointRadius = 1.f;\n"
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" gl_PointSize = instance_scale.x * pointRadius * (screenWidth / dist);\n"
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" gl_Position = vertexPos;\n"
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" \n"
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" fragment.color = instance_color;\n"
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"}\n";
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