[Bf-blender-cvs] [800de8b] master: Cleanup: indentation

Campbell Barton noreply at git.blender.org
Tue May 24 12:29:09 CEST 2016


Commit: 800de8bffd1eeca045eb6211f39fba70505fef70
Author: Campbell Barton
Date:   Tue May 24 20:29:59 2016 +1000
Branches: master
https://developer.blender.org/rB800de8bffd1eeca045eb6211f39fba70505fef70

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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