[Bf-blender-cvs] [db5a4ef] compositor-2016: Cleanup: indentation
Campbell Barton
noreply at git.blender.org
Wed Jun 8 21:49:53 CEST 2016
Commit: db5a4ef91d03cf996813f34d9d7a02cbf1dbee26
Author: Campbell Barton
Date: Tue May 24 20:29:59 2016 +1000
Branches: compositor-2016
https://developer.blender.org/rBdb5a4ef91d03cf996813f34d9d7a02cbf1dbee26
Cleanup: indentation
===================================================================
M source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
M source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
index 674dd53..0c938c0 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
@@ -24,72 +24,72 @@ uniform int stipple_factor;
void main(void)
{
- vec2 window_size = viewport.zw;
- vec4 start = gl_in[0].gl_Position;
- vec4 end = gl_in[1].gl_Position;
+ vec2 window_size = viewport.zw;
+ vec4 start = gl_in[0].gl_Position;
+ vec4 end = gl_in[1].gl_Position;
#if PASSTHROUGH
- gl_Position = start; EmitVertex();
- gl_Position = end; EmitVertex();
- EndPrimitive();
- return;
+ gl_Position = start; EmitVertex();
+ gl_Position = end; EmitVertex();
+ EndPrimitive();
+ return;
#endif
-/* t = 0 t = ~(len(end - start) + 2*line_width)
- * A-------------------------------------B
- * | | | |
- * | side | |
- * | | | |
- * |--axis--*start--------------*end-----|
- * | | | |
- * | | | |
- * | | | |
- * D-------------------------------------C
- */
-
- /* Clip the line before homogenization.
- * Compute line start and end distances to nearplane in clipspace
- * Distances are t0 = dot(start, plane) and t1 = dot(end, plane)
- */
- float t0 = start.z + start.w;
- float t1 = end.z + end.w;
- if (t0 < 0.0) {
- if (t1 < 0.0) {
- return;
- }
- start = mix(start, end, (0 - t0) / (t1 - t0));
- }
- if (t1 < 0.0) {
- end = mix(start, end, (0 - t0) / (t1 - t0));
- }
-
- /* Compute line axis and side vector in screen space */
- vec2 startInNDC = start.xy / start.w; /* clip to NDC: homogenize and drop z */
- vec2 endInNDC = end.xy / end.w;
- vec2 lineInNDC = endInNDC - startInNDC;
- vec2 lineInScreen = lineInNDC * window_size; /* ndc to screen (direction vector) */
-
- vec2 axisInScreen = normalize(lineInScreen);
- vec2 sideInScreen = vec2(-axisInScreen.y, axisInScreen.x); /* rotate */
- vec2 axisInNDC = axisInScreen / window_size; /* screen to NDC */
- vec2 sideInNDC = sideInScreen / window_size;
- vec4 axis = vec4(axisInNDC, 0.0, 0.0) * line_width; /* NDC to clip (delta vector) */
- vec4 side = vec4(sideInNDC, 0.0, 0.0) * line_width;
-
- vec4 A = (start + (side - axis) * start.w);
- vec4 B = (end + (side + axis) * end.w);
- vec4 C = (end - (side - axis) * end.w);
- vec4 D = (start - (side + axis) * start.w);
-
- /* There is no relation between lines yet */
- /* TODO Pass here t0 to make continuous pattern. */
- t0 = 0;
- t1 = (length(lineInScreen) + 2*line_width)/ (2*line_width * stipple_factor);
-
- gl_Position = A; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
- gl_Position = D; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
- gl_Position = B; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
- gl_Position = C; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
- EndPrimitive();
+ /* t = 0 t = ~(len(end - start) + 2*line_width)
+ * A-------------------------------------B
+ * | | | |
+ * | side | |
+ * | | | |
+ * |--axis--*start--------------*end-----|
+ * | | | |
+ * | | | |
+ * | | | |
+ * D-------------------------------------C
+ */
+
+ /* Clip the line before homogenization.
+ * Compute line start and end distances to nearplane in clipspace
+ * Distances are t0 = dot(start, plane) and t1 = dot(end, plane)
+ */
+ float t0 = start.z + start.w;
+ float t1 = end.z + end.w;
+ if (t0 < 0.0) {
+ if (t1 < 0.0) {
+ return;
+ }
+ start = mix(start, end, (0 - t0) / (t1 - t0));
+ }
+ if (t1 < 0.0) {
+ end = mix(start, end, (0 - t0) / (t1 - t0));
+ }
+
+ /* Compute line axis and side vector in screen space */
+ vec2 startInNDC = start.xy / start.w; /* clip to NDC: homogenize and drop z */
+ vec2 endInNDC = end.xy / end.w;
+ vec2 lineInNDC = endInNDC - startInNDC;
+ vec2 lineInScreen = lineInNDC * window_size; /* ndc to screen (direction vector) */
+
+ vec2 axisInScreen = normalize(lineInScreen);
+ vec2 sideInScreen = vec2(-axisInScreen.y, axisInScreen.x); /* rotate */
+ vec2 axisInNDC = axisInScreen / window_size; /* screen to NDC */
+ vec2 sideInNDC = sideInScreen / window_size;
+ vec4 axis = vec4(axisInNDC, 0.0, 0.0) * line_width; /* NDC to clip (delta vector) */
+ vec4 side = vec4(sideInNDC, 0.0, 0.0) * line_width;
+
+ vec4 A = (start + (side - axis) * start.w);
+ vec4 B = (end + (side + axis) * end.w);
+ vec4 C = (end - (side - axis) * end.w);
+ vec4 D = (start - (side + axis) * start.w);
+
+ /* There is no relation between lines yet */
+ /* TODO Pass here t0 to make continuous pattern. */
+ t0 = 0;
+ t1 = (length(lineInScreen) + 2 * line_width) / (2 * line_width * stipple_factor);
+
+ gl_Position = A; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
+ gl_Position = D; t = t0; varying_vertex_color = varying_vertex_color_line[0]; EmitVertex();
+ gl_Position = B; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
+ gl_Position = C; t = t1; varying_vertex_color = varying_vertex_color_line[1]; EmitVertex();
+ EndPrimitive();
}
#else
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
index 9bb2e7a..5d00108 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
@@ -1,6 +1,6 @@
void main()
{
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_MultiTexCoord0;
}
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