[Bf-blender-cvs] [928f5df1b4b] blender2.8: Cleanup: glsl indentation

Campbell Barton noreply at git.blender.org
Sun Apr 9 10:41:00 CEST 2017


Commit: 928f5df1b4bd2304c44c98ff791ae9fa2c7d4f86
Author: Campbell Barton
Date:   Sun Apr 9 16:34:15 2017 +1000
Branches: blender2.8
https://developer.blender.org/rB928f5df1b4bd2304c44c98ff791ae9fa2c7d4f86

Cleanup: glsl indentation

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

M	intern/opencolorio/gpu_shader_display_transform_vertex.glsl
M	source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M	source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
M	source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl
M	source/blender/draw/modes/shaders/edit_overlay_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl

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

diff --git a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl b/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
index a6c00b080b2..7f30d4b55a6 100644
--- a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
@@ -13,6 +13,6 @@ uniform mat4 ModelViewProjectionMatrix;
 
 void main()
 {
-    gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
-    texCoord_interp = texCoord;
+	gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
+	texCoord_interp = texCoord;
 }
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 3a91e284184..5067155aced 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -66,7 +66,7 @@ float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); }
 
 float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
 {
-    return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
+	return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
 }
 
 vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 019f2d522f6..c6e1ff3d2d5 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -103,15 +103,15 @@ void main()
 	sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
 	            ? normalize(cameraPos - worldPosition)
 	            : normalize(eye);
-    sd.W = worldPosition;
-    sd.R = reflect(-sd.V, sd.N);
+	sd.W = worldPosition;
+	sd.R = reflect(-sd.V, sd.N);
 
 	/* hardcoded test vars */
 	vec3 albedo = vec3(0.0);
 	vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0));
 	float roughness = 0.1;
 
-    sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
+	sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
 
 	vec3 radiance = vec3(0.0);
 	for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
diff --git a/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl
index fa0197573ff..049333c8e4f 100644
--- a/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_overlay_facefill_frag.glsl
@@ -10,10 +10,12 @@ flat in int faceActive;
 
 out vec4 FragColor;
 
-const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0),
-                                 vec4(0.0, 0.0, 0.0, 0.0),
-                                 vec4(0.0, 0.0, 1.0, 0.0),
-                                 vec4(0.0, 0.0, 0.0, 0.0));
+const mat4 stipple_matrix = mat4(
+	vec4(1.0, 0.0, 0.0, 0.0),
+	vec4(0.0, 0.0, 0.0, 0.0),
+	vec4(0.0, 0.0, 1.0, 0.0),
+	vec4(0.0, 0.0, 0.0, 0.0)
+);
 
 void main()
 {
diff --git a/source/blender/draw/modes/shaders/edit_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_frag.glsl
index cca1a2cc8e5..56eb931b893 100644
--- a/source/blender/draw/modes/shaders/edit_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_overlay_frag.glsl
@@ -69,10 +69,12 @@ const ivec3 clipPointIdx[6] = ivec3[6](
 	ivec3(2, 1, 0)
 );
 
-const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0),
-                                 vec4(0.0, 0.0, 0.0, 0.0),
-                                 vec4(0.0, 0.0, 1.0, 0.0),
-                                 vec4(0.0, 0.0, 0.0, 0.0));
+const mat4 stipple_matrix = mat4(
+	vec4(1.0, 0.0, 0.0, 0.0),
+	vec4(0.0, 0.0, 0.0, 0.0),
+	vec4(0.0, 0.0, 1.0, 0.0),
+	vec4(0.0, 0.0, 0.0, 0.0)
+);
 
 void colorDist(vec4 color, float dist)
 {
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
index f5217a9d238..2f26bb4d8d1 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -14,6 +14,6 @@ uniform mat4 ModelViewProjectionMatrix;
 
 void main()
 {
-    gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
-    texCoord_interp = texCoord;
+	gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
+	texCoord_interp = texCoord;
 }




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