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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@ -1,13 +1,12 @@
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/* clang-format off */
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[versions]
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#[versions]
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primary = "#define MODE_DIRECT_LIGHT"
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secondary = "#define MODE_BOUNCE_LIGHT"
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dilate = "#define MODE_DILATE"
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unocclude = "#define MODE_UNOCCLUDE"
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light_probes = "#define MODE_LIGHT_PROBES"
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primary = "#define MODE_DIRECT_LIGHT";
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secondary = "#define MODE_BOUNCE_LIGHT";
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dilate = "#define MODE_DILATE";
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unocclude = "#define MODE_UNOCCLUDE";
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light_probes = "#define MODE_LIGHT_PROBES";
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[compute]
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#[compute]
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#version 450
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@ -29,14 +28,11 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#include "lm_common_inc.glsl"
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/* clang-format on */
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#ifdef MODE_LIGHT_PROBES
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layout(set = 1, binding = 0, std430) restrict buffer LightProbeData {
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vec4 data[];
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}
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light_probes;
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layout(set = 1, binding = 1) uniform texture2DArray source_light;
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@ -94,7 +90,6 @@ layout(push_constant, binding = 0, std430) uniform Params {
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mat3x4 env_transform;
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}
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params;
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//check it, but also return distance and barycentric coords (for uv lookup)
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@ -123,7 +118,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
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out float r_distance, out vec3 r_normal
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#endif
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) {
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/* world coords */
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vec3 rel = p_to - p_from;
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@ -149,7 +143,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
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while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) {
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uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
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if (cell_data.x > 0) { //triangles here
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bool hit = false;
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#if defined(MODE_UNOCCLUDE)
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bool hit_backface = false;
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@ -211,7 +204,6 @@ bool trace_ray(vec3 p_from, vec3 p_to
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r_triangle = tidx;
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r_barycentric = barycentric;
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}
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#endif
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}
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}
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