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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@@ -1,12 +1,10 @@
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/* clang-format off */
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[vertex]
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#[vertex]
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#version 450
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VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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layout(push_constant, binding = 1, std430) uniform Params {
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mat3 orientation;
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@@ -14,7 +12,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
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vec4 position_multiplier;
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float time;
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}
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params;
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void main() {
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@@ -23,8 +20,7 @@ void main() {
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gl_Position = vec4(uv_interp, 1.0, 1.0);
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}
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/* clang-format off */
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[fragment]
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#[fragment]
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#version 450
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@@ -33,7 +29,6 @@ VERSION_DEFINES
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#define M_PI 3.14159265359
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(push_constant, binding = 1, std430) uniform Params {
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mat3 orientation;
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@@ -41,7 +36,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
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vec4 position_multiplier;
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float time; //TODO consider adding vec2 screen res, and float radiance size
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}
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params;
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#define SAMPLER_NEAREST_CLAMP 0
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@@ -62,7 +56,6 @@ layout(set = 0, binding = 0) uniform sampler material_samplers[12];
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layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
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vec4 data[];
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}
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global_variables;
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#ifdef USE_MATERIAL_UNIFORMS
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