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GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
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34 changed files with 102 additions and 279 deletions
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@ -1,10 +1,9 @@
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/* clang-format off */
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[versions]
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#[versions]
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lines = "#define MODE_LINES"
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triangles = "#define MODE_TRIANGLES"
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lines = "#define MODE_LINES";
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triangles = "#define MODE_TRIANGLES";
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[vertex]
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#[vertex]
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#version 450
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@ -12,22 +11,20 @@ VERSION_DEFINES
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#include "lm_common_inc.glsl"
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/* clang-format on */
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layout(push_constant, binding = 0, std430) uniform Params {
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uint base_index;
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uint slice;
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vec2 uv_offset;
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bool debug;
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float blend;
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uint pad[2];
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} params;
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layout(push_constant, binding = 0, std430) uniform Params {
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uint base_index;
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uint slice;
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vec2 uv_offset;
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bool debug;
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float blend;
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uint pad[2];
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}
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params;
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layout(location = 0) out vec3 uv_interp;
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void main() {
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#ifdef MODE_TRIANGLES
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uint triangle_idx = params.base_index + gl_VertexIndex / 3;
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uint triangle_subidx = gl_VertexIndex % 3;
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@ -42,7 +39,6 @@ void main() {
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uv_interp = vec3(uv, float(params.slice));
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gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
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#endif
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#ifdef MODE_LINES
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@ -71,12 +67,10 @@ void main() {
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uv_interp = vec3(src_uv, float(params.slice));
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gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0);
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;
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#endif
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}
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/* clang-format off */
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[fragment]
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#[fragment]
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#version 450
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@ -84,16 +78,15 @@ VERSION_DEFINES
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#include "lm_common_inc.glsl"
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/* clang-format on */
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layout(push_constant, binding = 0, std430) uniform Params {
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uint base_index;
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uint slice;
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vec2 uv_offset;
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bool debug;
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float blend;
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uint pad[2];
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} params;
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layout(push_constant, binding = 0, std430) uniform Params {
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uint base_index;
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uint slice;
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vec2 uv_offset;
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bool debug;
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float blend;
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uint pad[2];
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}
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params;
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layout(location = 0) in vec3 uv_interp;
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