Style: Run clang-format on shaders again

This commit is contained in:
Rémi Verschelde 2018-10-02 08:34:08 +02:00
parent 55d013195f
commit 85bb1c445c
2 changed files with 10 additions and 17 deletions

View file

@ -1218,11 +1218,11 @@ LIGHT_SHADER_CODE
#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
float sample_shadow(
highp sampler2D shadow,highp vec4 spos) {
highp sampler2D shadow, highp vec4 spos) {
#ifdef SHADOW_MODE_PCF_13
spos.xyz/=spos.w;
spos.xyz /= spos.w;
vec2 pos = spos.xy;
float depth = spos.z;
@ -1244,7 +1244,7 @@ float sample_shadow(
#ifdef SHADOW_MODE_PCF_5
spos.xyz/=spos.w;
spos.xyz /= spos.w;
vec2 pos = spos.xy;
float depth = spos.z;
@ -1541,9 +1541,8 @@ FRAGMENT_SHADER_CODE
#ifdef USE_SHADOW
#ifdef USE_VERTEX_LIGHTING
//compute shadows in a mobile friendly way
//compute shadows in a mobile friendly way
#ifdef LIGHT_USE_PSSM4
//take advantage of prefetch
@ -1552,7 +1551,6 @@ FRAGMENT_SHADER_CODE
float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
if (depth_z < light_split_offsets.w) {
float pssm_fade = 0.0;
float shadow_att = 1.0;
@ -1605,7 +1603,6 @@ FRAGMENT_SHADER_CODE
}
#endif
light_att *= shadow_att;
}
#endif //LIGHT_USE_PSSM4
@ -1616,8 +1613,6 @@ FRAGMENT_SHADER_CODE
float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
if (depth_z < light_split_offsets.y) {
float shadow_att = 1.0;
float pssm_fade = 0.0;
@ -1680,7 +1675,6 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM4
if (depth_z < light_split_offsets.y) {
if (depth_z < light_split_offsets.x) {
pssm_coord = shadow_coord;

View file

@ -39,10 +39,9 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
#ifndef USE_GLES_OVER_GL
highp mat4 transpose(highp mat4 src) {
return mat4(
vec4( src[0].x, src[1].x, src[2].x, src[3].x ),
vec4( src[0].y, src[1].y, src[2].y, src[3].y ),
vec4( src[0].z, src[1].z, src[2].z, src[3].z ),
vec4( src[0].w, src[1].w, src[2].w, src[3].w )
);
vec4(src[0].x, src[1].x, src[2].x, src[3].x),
vec4(src[0].y, src[1].y, src[2].y, src[3].y),
vec4(src[0].z, src[1].z, src[2].z, src[3].z),
vec4(src[0].w, src[1].w, src[2].w, src[3].w));
}
#endif