virtualx-engine/drivers/gles3/shaders
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
..
blend_shape.glsl
canvas.glsl Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
canvas_shadow.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
copy.glsl reduce complexity of irradiance map generation 2020-01-18 16:51:52 -08:00
cube_to_dp.glsl
cubemap_filter.glsl Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization 2020-01-19 18:55:51 +01:00
effect_blur.glsl fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
exposure.glsl
lens_distorted.glsl Moving lens distortion shader into drivers and adding GLES2 support 2018-10-02 17:14:43 +10:00
particles.glsl
resolve.glsl
scene.glsl Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
screen_space_reflection.glsl Explicitly use floating point numbers in the our shaders 2019-02-24 23:35:10 +00:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
ssao.glsl Improve SSAO performance and quality 2019-05-26 12:01:01 +02:00
ssao_blur.glsl
ssao_minify.glsl
subsurf_scattering.glsl
tonemap.glsl Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR 2019-08-29 18:14:19 +02:00