A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
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@@ -33,15 +33,15 @@
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class ShaderCompilerGLES2 {
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class Uniform;
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public:
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struct Flags;
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private:
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ShaderLanguage::ProgramNode *program_node;
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String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false);
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String dump_node_code(ShaderLanguage::Node *p_node, int p_level, bool p_assign_left = false);
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Error compile_node(ShaderLanguage::ProgramNode *p_program);
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static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program);
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static Error create_glsl_120_code(void *p_str, ShaderLanguage::ProgramNode *p_program);
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bool uses_light;
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bool uses_texscreen;
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@@ -87,7 +87,7 @@ private:
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StringName vname_world_vec;
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StringName vname_shadow;
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Map<StringName,ShaderLanguage::Uniform> *uniforms;
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Map<StringName, ShaderLanguage::Uniform> *uniforms;
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StringName out_vertex_name;
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@@ -95,13 +95,12 @@ private:
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String code;
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ShaderLanguage::ShaderType type;
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String replace_string(const StringName& p_string);
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String replace_string(const StringName &p_string);
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Map<StringName,StringName> mode_replace_table[9];
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Map<StringName,StringName> replace_table;
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Map<StringName, StringName> mode_replace_table[9];
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Map<StringName, StringName> replace_table;
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public:
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struct Flags {
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bool uses_alpha;
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@@ -126,10 +125,9 @@ public:
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bool uses_shadow_color;
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};
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Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
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Error compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map<StringName, ShaderLanguage::Uniform> *r_uniforms = NULL);
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ShaderCompilerGLES2();
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};
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#endif // SHADER_COMPILERL_GL_H
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