Commit: db5a4ef91d03cf996813f34d9d7a02cbf1dbee26
Author: Campbell Barton
Date:   Tue May 24 20:29:59 2016 +1000
Branches: compositor-2016
https://developer.blender.org/rBdb5a4ef91d03cf996813f34d9d7a02cbf1dbee26

Cleanup: indentation

===================================================================

M       source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
M       source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl 
b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
index 674dd53..0c938c0 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
@@ -24,72 +24,72 @@ uniform int stipple_factor;
 
 void main(void)
 {
-    vec2 window_size = viewport.zw;
-    vec4 start  = gl_in[0].gl_Position;
-    vec4 end    = gl_in[1].gl_Position;
+       vec2 window_size = viewport.zw;
+       vec4 start  = gl_in[0].gl_Position;
+       vec4 end    = gl_in[1].gl_Position;
 #if PASSTHROUGH
-    gl_Position = start; EmitVertex();
-    gl_Position = end; EmitVertex();
-    EndPrimitive();
-    return;
+       gl_Position = start; EmitVertex();
+       gl_Position = end; EmitVertex();
+       EndPrimitive();
+       return;
 #endif
 
-/*    t = 0                                 t = ~(len(end - start) + 
2*line_width)
- *    A-------------------------------------B
- *    |        |                   |        |
- *    |       side                 |        |
- *    |        |                   |        |
- *    |--axis--*start--------------*end-----|
- *    |        |                   |        |
- *    |        |                   |        |
- *    |        |                   |        |
- *    D-------------------------------------C
- */
-
-    /* Clip the line before homogenization.
-     * Compute line start and end distances to nearplane in clipspace
-     * Distances are t0 = dot(start, plane) and t1 = dot(end, plane)
-     */
-    float t0 = start.z + start.w;
-    float t1 = end.z + end.w;
-    if (t0 < 0.0) {
-        if (t1 < 0.0) {
-            return;
-        }
-        start = mix(start, end, (0 - t0) / (t1 - t0));
-    }
-    if (t1 < 0.0) {
-        end = mix(start, end, (0 - t0) / (t1 - t0));
-    }
-
-    /* Compute line axis and side vector in screen space */
-    vec2 startInNDC     = start.xy / start.w;                      /* clip to 
NDC: homogenize and drop z */
-    vec2 endInNDC       = end.xy / end.w;
-    vec2 lineInNDC      = endInNDC - startInNDC;
-    vec2 lineInScreen   = lineInNDC * window_size;                 /* ndc to 
screen (direction vector) */
-
-    vec2 axisInScreen   = normalize(lineInScreen);
-    vec2 sideInScreen   = vec2(-axisInScreen.y, axisInScreen.x);   /* rotate */
-    vec2 axisInNDC      = axisInScreen / window_size;              /* screen 
to NDC */
-    vec2 sideInNDC      = sideInScreen / window_size;
-    vec4 axis           = vec4(axisInNDC, 0.0, 0.0) * line_width;  /* NDC to 
clip (delta vector) */
-    vec4 side           = vec4(sideInNDC, 0.0, 0.0) * line_width;
-
-    vec4 A = (start + (side - axis) * start.w);
-    vec4 B = (end   + (side + axis) * end.w);
-    vec4 C = (end   - (side - axis) * end.w);
-    vec4 D = (start - (side + axis) * start.w);
-
-    /* There is no relation between lines yet */
-    /* TODO Pass here t0 to make continuous pattern. */
-    t0 = 0;
-    t1 = (length(lineInScreen) + 2*line_width)/ (2*line_width * 
stipple_factor);
-
-    gl_Position = A; t = t0; varying_vertex_color = 
varying_vertex_color_line[0]; EmitVertex();
-    gl_Position = D; t = t0; varying_vertex_color = 
varying_vertex_color_line[0]; EmitVertex();
-    gl_Position = B; t = t1; varying_vertex_color = 
varying_vertex_color_line[1]; EmitVertex();
-    gl_Position = C; t = t1; varying_vertex_color = 
varying_vertex_color_line[1]; EmitVertex();
-    EndPrimitive();
+       /* t = 0                                 t = ~(len(end - start) + 
2*line_width)
+        * A-------------------------------------B
+        * |        |                   |        |
+        * |       side                 |        |
+        * |        |                   |        |
+        * |--axis--*start--------------*end-----|
+        * |        |                   |        |
+        * |        |                   |        |
+        * |        |                   |        |
+        * D-------------------------------------C
+        */
+
+       /* Clip the line before homogenization.
+        * Compute line start and end distances to nearplane in clipspace
+        * Distances are t0 = dot(start, plane) and t1 = dot(end, plane)
+        */
+       float t0 = start.z + start.w;
+       float t1 = end.z + end.w;
+       if (t0 < 0.0) {
+               if (t1 < 0.0) {
+                       return;
+               }
+               start = mix(start, end, (0 - t0) / (t1 - t0));
+       }
+       if (t1 < 0.0) {
+               end = mix(start, end, (0 - t0) / (t1 - t0));
+       }
+
+       /* Compute line axis and side vector in screen space */
+       vec2 startInNDC     = start.xy / start.w;                      /* clip 
to NDC: homogenize and drop z */
+       vec2 endInNDC       = end.xy / end.w;
+       vec2 lineInNDC      = endInNDC - startInNDC;
+       vec2 lineInScreen   = lineInNDC * window_size;                 /* ndc 
to screen (direction vector) */
+
+       vec2 axisInScreen   = normalize(lineInScreen);
+       vec2 sideInScreen   = vec2(-axisInScreen.y, axisInScreen.x);   /* 
rotate */
+       vec2 axisInNDC      = axisInScreen / window_size;              /* 
screen to NDC */
+       vec2 sideInNDC      = sideInScreen / window_size;
+       vec4 axis           = vec4(axisInNDC, 0.0, 0.0) * line_width;  /* NDC 
to clip (delta vector) */
+       vec4 side           = vec4(sideInNDC, 0.0, 0.0) * line_width;
+
+       vec4 A = (start + (side - axis) * start.w);
+       vec4 B = (end   + (side + axis) * end.w);
+       vec4 C = (end   - (side - axis) * end.w);
+       vec4 D = (start - (side + axis) * start.w);
+
+       /* There is no relation between lines yet */
+       /* TODO Pass here t0 to make continuous pattern. */
+       t0 = 0;
+       t1 = (length(lineInScreen) + 2 * line_width) / (2 * line_width * 
stipple_factor);
+
+       gl_Position = A; t = t0; varying_vertex_color = 
varying_vertex_color_line[0]; EmitVertex();
+       gl_Position = D; t = t0; varying_vertex_color = 
varying_vertex_color_line[0]; EmitVertex();
+       gl_Position = B; t = t1; varying_vertex_color = 
varying_vertex_color_line[1]; EmitVertex();
+       gl_Position = C; t = t1; varying_vertex_color = 
varying_vertex_color_line[1]; EmitVertex();
+       EndPrimitive();
 }
 
 #else
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
index 9bb2e7a..5d00108 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
@@ -1,6 +1,6 @@
 
 void main()
 {
-               gl_Position = ftransform();
-               gl_TexCoord[0] =  gl_MultiTexCoord0;
+       gl_Position = ftransform();
+       gl_TexCoord[0] = gl_MultiTexCoord0;
 }

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to