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Style: Apply fixes from clang-format 18.1.3
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47 changed files with 237 additions and 243 deletions
2
.github/workflows/windows_builds.yml
vendored
2
.github/workflows/windows_builds.yml
vendored
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@ -6,7 +6,7 @@ on:
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# SCONS_CACHE for windows must be set in the build environment
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env:
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# Used for the cache key. Add version suffix to force clean build.
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GODOT_BASE_BRANCH: 4.0
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GODOT_BASE_BRANCH: "4.0"
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SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
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SCONS_CACHE_MSVC_CONFIG: true
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@ -190,9 +190,7 @@ void main() {
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#endif
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{
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#CODE : SKY
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}
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color *= luminance_multiplier;
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@ -995,7 +995,8 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) {
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// get_object_of_execution
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{
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{ String base = "var roman = kieliszek.";
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{
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String base = "var roman = kieliszek.";
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String expected = "kieliszek.";
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String got = get_object_of_execution(base);
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if (got != expected) {
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@ -28,10 +28,9 @@ layout(location = 3) out vec2 pixel_size_interp;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@ -225,10 +224,9 @@ layout(location = 0) out vec4 frag_color;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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vec2 screen_uv_to_sdf(vec2 p_uv) {
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@ -120,7 +120,8 @@ directional_lights;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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layout(set = 2, binding = 0) uniform textureCube radiance;
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@ -252,9 +253,7 @@ void main() {
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#endif //USE_CUBEMAP_PASS
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{
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#CODE : SKY
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}
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frag_color.rgb = color;
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@ -92,7 +92,8 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@ -98,7 +98,8 @@ layout(location = 8) out vec4 prev_screen_position;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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float global_time;
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@ -582,10 +583,9 @@ vec2 multiview_uv(vec2 uv) {
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@ -93,10 +93,9 @@ layout(location = 6) mediump out vec3 binormal_interp;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#ifdef MODE_DUAL_PARABOLOID
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@ -557,10 +556,9 @@ vec2 multiview_uv(vec2 uv) {
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@ -180,10 +180,9 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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layout(push_constant, std430) uniform Params {
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