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).
This commit is contained in:
Rémi Verschelde
2020-05-18 10:56:22 +02:00
parent 0187cdae9a
commit c74d65cec8
34 changed files with 102 additions and 279 deletions
@@ -1,12 +1,10 @@
/* clang-format off */
[vertex]
#[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
@@ -14,7 +12,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 position_multiplier;
float time;
}
params;
void main() {
@@ -23,8 +20,7 @@ void main() {
gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
[fragment]
#[fragment]
#version 450
@@ -33,7 +29,6 @@ VERSION_DEFINES
#define M_PI 3.14159265359
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
@@ -41,7 +36,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 position_multiplier;
float time; //TODO consider adding vec2 screen res, and float radiance size
}
params;
#define SAMPLER_NEAREST_CLAMP 0
@@ -62,7 +56,6 @@ layout(set = 0, binding = 0) uniform sampler material_samplers[12];
layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
#ifdef USE_MATERIAL_UNIFORMS