Indent GLSL by two spaces
since this is the most established indentation
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@ -10,17 +10,17 @@ const GLchar quad_vertex_src[] =
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"varying vec4 v_color;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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" );"
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" return outMatrix;"
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" return outMatrix;"
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"}"
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"}"
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"void main() {"
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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@ -55,21 +55,20 @@ const GLchar vertex_src[] =
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"attribute vec2 texcoord;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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" );"
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""
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" return outMatrix;"
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" return outMatrix;"
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"}"
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"}"
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"void main() {"
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" if (invert_y) {"
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" if (invert_y) {"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
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" } else {"
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" } else {"
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@ -83,7 +82,7 @@ const GLchar fragment_src_rgba[] =
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"uniform sampler2D tex;"
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"uniform sampler2D tex;"
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"uniform float alpha;"
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"uniform float alpha;"
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"void main() {"
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"void main() {"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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"}";
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"}";
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const GLchar fragment_src_rgbx[] =
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const GLchar fragment_src_rgbx[] =
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@ -92,8 +91,8 @@ const GLchar fragment_src_rgbx[] =
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"uniform sampler2D tex;"
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"uniform sampler2D tex;"
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"uniform float alpha;"
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"uniform float alpha;"
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"void main() {"
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"void main() {"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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" gl_FragColor.a = alpha;"
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"}";
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"}";
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const GLchar fragment_src_external[] =
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const GLchar fragment_src_external[] =
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