0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
61 lines
1.2 KiB
GLSL
61 lines
1.2 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute highp vec3 vertex; // attrib:0
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uniform highp mat4 projection_matrix;
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/* clang-format on */
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uniform highp mat4 light_matrix;
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uniform highp mat4 world_matrix;
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uniform highp float distance_norm;
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varying highp vec4 position_interp;
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void main() {
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gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
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position_interp = gl_Position;
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}
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/* clang-format off */
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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varying highp vec4 position_interp;
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/* clang-format on */
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void main() {
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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#ifdef USE_RGBA_SHADOWS
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highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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gl_FragColor = comp;
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#else
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gl_FragColor = vec4(depth);
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#endif
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}
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