Style: Enable clang-format on GLSL shaders

As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
This commit is contained in:
Rémi Verschelde 2018-08-27 07:31:48 +02:00
parent db55d8a4b6
commit 4226d56ca9
37 changed files with 315 additions and 95 deletions

View file

@ -1,3 +1,4 @@
/* clang-format off */
[vertex]
#define M_PI 3.14159265359
@ -21,6 +22,7 @@ ARRAY_INDEX=8,
/* INPUT ATTRIBS */
layout(location = 0) in highp vec4 vertex_attrib;
/* clang-format on */
layout(location = 1) in vec3 normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
layout(location = 2) in vec4 tangent_attrib;
@ -226,16 +228,22 @@ out vec3 binormal_interp;
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData { // ubo:1
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#ifdef RENDER_DEPTH_DUAL_PARABOLOID
out highp float dp_clip;
@ -340,32 +348,32 @@ void main() {
m = mat3x4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
* bone_weights.x;
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
m += mat3x4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
* bone_weights.y;
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
m += mat3x4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
* bone_weights.z;
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
m += mat3x4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0))
* bone_weights.w;
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
bone_weights.w;
mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0)));
@ -374,11 +382,13 @@ void main() {
#endif
mat4 modelview = camera_inverse_matrix * world_matrix;
{
{
/* clang-format off */
VERTEX_SHADER_CODE
}
/* clang-format on */
}
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
@ -501,6 +511,7 @@ VERTEX_SHADER_CODE
#endif // USE_VERTEX_LIGHTING
}
/* clang-format off */
[fragment]
/* texture unit usage, N is max_texture_unity-N
@ -519,6 +530,7 @@ VERTEX_SHADER_CODE
*/
uniform highp mat4 world_transform;
/* clang-format on */
#define M_PI 3.14159265359
@ -552,7 +564,6 @@ layout(std140) uniform Radiance { // ubo:2
mat4 radiance_inverse_xform;
float radiance_ambient_contribution;
};
#define RADIANCE_MAX_LOD 5.0
@ -608,16 +619,22 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
@ -663,7 +680,7 @@ layout(std140) uniform SceneData {
highp float fog_height_curve;
};
//directional light data
//directional light data
#ifdef USE_LIGHT_DIRECTIONAL
@ -701,7 +718,6 @@ struct LightData {
mediump vec4 light_clamp;
mediump vec4 shadow_color_contact;
highp mat4 shadow_matrix;
};
layout(std140) uniform OmniLightData { // ubo:4
@ -916,8 +932,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec
vec3 light = L;
vec3 view = V;
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
#else
float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
@ -1599,11 +1619,13 @@ void main() {
float sss_strength = 0.0;
#endif
{
{
/* clang-format off */
FRAGMENT_SHADER_CODE
}
/* clang-format on */
}
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {