Style: Apply fixes from clang-format 18.1.3

This commit is contained in:
Rémi Verschelde 2025-04-25 15:07:01 +02:00
parent 9a8b5848d8
commit 2fea5c0a66
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GPG key ID: C3336907360768E1
47 changed files with 237 additions and 243 deletions

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@ -6,7 +6,7 @@ on:
# SCONS_CACHE for windows must be set in the build environment
env:
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: 4.0
GODOT_BASE_BRANCH: "4.0"
SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
SCONS_CACHE_MSVC_CONFIG: true

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@ -190,9 +190,7 @@ void main() {
#endif
{
#CODE : SKY
}
color *= luminance_multiplier;

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@ -995,7 +995,8 @@ bool ProjectConverter3To4::test_conversion(RegExContainer &reg_container) {
// get_object_of_execution
{
{ String base = "var roman = kieliszek.";
{
String base = "var roman = kieliszek.";
String expected = "kieliszek.";
String got = get_object_of_execution(base);
if (got != expected) {

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@ -28,10 +28,9 @@ layout(location = 3) out vec2 pixel_size_interp;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS
@ -225,10 +224,9 @@ layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
vec2 screen_uv_to_sdf(vec2 p_uv) {

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@ -120,7 +120,8 @@ directional_lights;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
layout(set = 2, binding = 0) uniform textureCube radiance;
@ -252,9 +253,7 @@ void main() {
#endif //USE_CUBEMAP_PASS
{
#CODE : SKY
}
frag_color.rgb = color;

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@ -92,7 +92,8 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS

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@ -98,7 +98,8 @@ layout(location = 8) out vec4 prev_screen_position;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
float global_time;
@ -582,10 +583,9 @@ vec2 multiview_uv(vec2 uv) {
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS

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@ -93,10 +93,9 @@ layout(location = 6) mediump out vec3 binormal_interp;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#ifdef MODE_DUAL_PARABOLOID
@ -557,10 +556,9 @@ vec2 multiview_uv(vec2 uv) {
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS

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@ -180,10 +180,9 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
layout(push_constant, std430) uniform Params {