Indent GLSL by two spaces

since this is the most established indentation
This commit is contained in:
Guido Günther 2018-03-11 19:32:23 +01:00
parent eb4337b5ee
commit 653bc282a7

View file

@ -10,17 +10,17 @@ const GLchar quad_vertex_src[] =
"varying vec4 v_color;" "varying vec4 v_color;"
"varying vec2 v_texcoord;" "varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {" "mat4 transpose(in mat4 inMatrix) {"
" vec4 i0 = inMatrix[0];" " vec4 i0 = inMatrix[0];"
" vec4 i1 = inMatrix[1];" " vec4 i1 = inMatrix[1];"
" vec4 i2 = inMatrix[2];" " vec4 i2 = inMatrix[2];"
" vec4 i3 = inMatrix[3];" " vec4 i3 = inMatrix[3];"
" mat4 outMatrix = mat4(" " mat4 outMatrix = mat4("
" vec4(i0.x, i1.x, i2.x, i3.x)," " vec4(i0.x, i1.x, i2.x, i3.x),"
" vec4(i0.y, i1.y, i2.y, i3.y)," " vec4(i0.y, i1.y, i2.y, i3.y),"
" vec4(i0.z, i1.z, i2.z, i3.z)," " vec4(i0.z, i1.z, i2.z, i3.z),"
" vec4(i0.w, i1.w, i2.w, i3.w)" " vec4(i0.w, i1.w, i2.w, i3.w)"
" );" " );"
" return outMatrix;" " return outMatrix;"
"}" "}"
"void main() {" "void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);" " gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
@ -55,21 +55,20 @@ const GLchar vertex_src[] =
"attribute vec2 texcoord;" "attribute vec2 texcoord;"
"varying vec2 v_texcoord;" "varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {" "mat4 transpose(in mat4 inMatrix) {"
" vec4 i0 = inMatrix[0];" " vec4 i0 = inMatrix[0];"
" vec4 i1 = inMatrix[1];" " vec4 i1 = inMatrix[1];"
" vec4 i2 = inMatrix[2];" " vec4 i2 = inMatrix[2];"
" vec4 i3 = inMatrix[3];" " vec4 i3 = inMatrix[3];"
" mat4 outMatrix = mat4(" " mat4 outMatrix = mat4("
" vec4(i0.x, i1.x, i2.x, i3.x)," " vec4(i0.x, i1.x, i2.x, i3.x),"
" vec4(i0.y, i1.y, i2.y, i3.y)," " vec4(i0.y, i1.y, i2.y, i3.y),"
" vec4(i0.z, i1.z, i2.z, i3.z)," " vec4(i0.z, i1.z, i2.z, i3.z),"
" vec4(i0.w, i1.w, i2.w, i3.w)" " vec4(i0.w, i1.w, i2.w, i3.w)"
" );" " );"
"" " return outMatrix;"
" return outMatrix;"
"}" "}"
"void main() {" "void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);" " gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" if (invert_y) {" " if (invert_y) {"
" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);" " v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
" } else {" " } else {"
@ -83,7 +82,7 @@ const GLchar fragment_src_rgba[] =
"uniform sampler2D tex;" "uniform sampler2D tex;"
"uniform float alpha;" "uniform float alpha;"
"void main() {" "void main() {"
" gl_FragColor = alpha * texture2D(tex, v_texcoord);" " gl_FragColor = alpha * texture2D(tex, v_texcoord);"
"}"; "}";
const GLchar fragment_src_rgbx[] = const GLchar fragment_src_rgbx[] =
@ -92,8 +91,8 @@ const GLchar fragment_src_rgbx[] =
"uniform sampler2D tex;" "uniform sampler2D tex;"
"uniform float alpha;" "uniform float alpha;"
"void main() {" "void main() {"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;" " gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
" gl_FragColor.a = alpha;" " gl_FragColor.a = alpha;"
"}"; "}";
const GLchar fragment_src_external[] = const GLchar fragment_src_external[] =