[Bf-blender-cvs] [2cd6dfe86e8] HMD_viewport: Cleanup: tabs

Campbell Barton noreply at git.blender.org
Mon Apr 3 14:20:05 CEST 2017


Commit: 2cd6dfe86e8a0c3c497275b470fca9a3ddb785e7
Author: Campbell Barton
Date:   Mon Apr 3 22:19:47 2017 +1000
Branches: HMD_viewport
https://developer.blender.org/rB2cd6dfe86e8a0c3c497275b470fca9a3ddb785e7

Cleanup: tabs

===================================================================

M	source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
index d8d61cdd803..ee60e000b0d 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
@@ -15,30 +15,31 @@ uniform vec3 aberr;
 
 void main()
 {
-    //output_loc is the fragment location on screen from [0,1]x[0,1]
-    vec2 output_loc = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t);
-    //Compute fragment location in lens-centered co-ordinates at world scale
+	//output_loc is the fragment location on screen from [0,1]x[0,1]
+	vec2 output_loc = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t);
+	//Compute fragment location in lens-centered co-ordinates at world scale
 	vec2 r = output_loc * ViewportScale - LensCenter;
-    //scale for distortion model
-    //distortion model has r=1 being the largest circle inscribed (e.g. eye_w/2)
-    r /= WarpScale;
+	//scale for distortion model
+	//distortion model has r=1 being the largest circle inscribed (e.g. eye_w/2)
+	r /= WarpScale;
 
-    //|r|**2
-    float r_mag = length(r);
-    //offset for which fragment is sourced
-    vec2 r_displaced = r * (HmdWarpParam.w + HmdWarpParam.z * r_mag +
-		HmdWarpParam.y * r_mag * r_mag +
-		HmdWarpParam.x * r_mag * r_mag * r_mag);
-    //back to world scale
-    r_displaced *= WarpScale;
-    //back to viewport co-ord
-    vec2 tc_r = (LensCenter + aberr.r * r_displaced) / ViewportScale;
-    vec2 tc_g = (LensCenter + aberr.g * r_displaced) / ViewportScale;
-    vec2 tc_b = (LensCenter + aberr.b * r_displaced) / ViewportScale;
+	//|r|**2
+	float r_mag = length(r);
+	//offset for which fragment is sourced
+	vec2 r_displaced = r * (HmdWarpParam.w + HmdWarpParam.z * r_mag +
+	        HmdWarpParam.y * r_mag * r_mag +
+	        HmdWarpParam.x * r_mag * r_mag * r_mag);
+	//back to world scale
+	r_displaced *= WarpScale;
+	//back to viewport co-ord
+	vec2 tc_r = (LensCenter + aberr.r * r_displaced) / ViewportScale;
+	vec2 tc_g = (LensCenter + aberr.g * r_displaced) / ViewportScale;
+	vec2 tc_b = (LensCenter + aberr.b * r_displaced) / ViewportScale;
 
-    float red = texture2D(warpTexture, tc_r).r;
-    float green = texture2D(warpTexture, tc_g).g;
-    float blue = texture2D(warpTexture, tc_b).b;
-    //Black edges off the texture
-    gl_FragColor = ((tc_g.x < 0.0) || (tc_g.x > 1.0) || (tc_g.y < 0.0) || (tc_g.y > 1.0)) ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(red, green, blue, 1.0);
+	float red = texture2D(warpTexture, tc_r).r;
+	float green = texture2D(warpTexture, tc_g).g;
+	float blue = texture2D(warpTexture, tc_b).b;
+	//Black edges off the texture
+	gl_FragColor = ((tc_g.x < 0.0) || (tc_g.x > 1.0) || (tc_g.y < 0.0) || (tc_g.y > 1.0)) ?
+	        vec4(0.0, 0.0, 0.0, 1.0) : vec4(red, green, blue, 1.0);
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
index 6d19f2cf2d7..7ba0ae6729b 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
@@ -1,6 +1,6 @@
 void main(void)
 {
 	gl_TexCoord[0] = gl_MultiTexCoord0;
-    gl_Position = gl_Vertex;
+	gl_Position = gl_Vertex;
 }




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