From 4cb60940f8b2bb7c22b41619fdddc57f6e15d968 Mon Sep 17 00:00:00 2001 From: casperlamboo Date: Thu, 11 Jan 2018 11:39:41 +0100 Subject: [PATCH] format glsl files --- shaders/anaglyph_frag.glsl | 27 ++++++++++----------------- shaders/anaglyph_vert.glsl | 5 +++-- 2 files changed, 13 insertions(+), 19 deletions(-) diff --git a/shaders/anaglyph_frag.glsl b/shaders/anaglyph_frag.glsl index 114e311..580c1a0 100644 --- a/shaders/anaglyph_frag.glsl +++ b/shaders/anaglyph_frag.glsl @@ -5,32 +5,25 @@ varying vec2 vUv; uniform mat3 colorMatrixLeft; uniform mat3 colorMatrixRight; -float lin( float c ) { - return c <= 0.04045 ? c * 0.0773993808 : - pow( c * 0.9478672986 + 0.0521327014, 2.4 ); +float lin(float c) { + return c <= 0.04045 ? c * 0.0773993808 : pow(c * 0.9478672986 + 0.0521327014, 2.4); } -vec4 lin( vec4 c ) { - return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a ); +vec4 lin(vec4 c) { + return vec4(lin(c.r), lin(c.g), lin(c.b), c.a); } -float dev( float c ) { - return c <= 0.0031308 ? c * 12.92 : pow( c, 0.41666 ) * 1.055 - 0.055; +float dev(float c) { + return c <= 0.0031308 ? c * 12.92 : pow(c, 0.41666) * 1.055 - 0.055; } void main() { - vec2 uv = vUv; - vec4 colorL = lin( texture2D( mapLeft, uv ) ); - vec4 colorR = lin( texture2D( mapRight, uv ) ); + vec4 colorL = lin(texture2D(mapLeft, uv)); + vec4 colorR = lin(texture2D(mapRight, uv)); - vec3 color = clamp( - colorMatrixLeft * colorL.rgb + - colorMatrixRight * colorR.rgb, 0., 1. ); - - gl_FragColor = vec4( - dev( color.r ), dev( color.g ), dev( color.b ), - max( colorL.a, colorR.a ) ); + vec3 color = clamp(colorMatrixLeft * colorL.rgb + colorMatrixRight * colorR.rgb, 0., 1.); + gl_FragColor = vec4(dev(color.r), dev(color.g), dev(color.b), max(colorL.a, colorR.a)); } diff --git a/shaders/anaglyph_vert.glsl b/shaders/anaglyph_vert.glsl index 610d70b..953aedb 100644 --- a/shaders/anaglyph_vert.glsl +++ b/shaders/anaglyph_vert.glsl @@ -1,5 +1,6 @@ varying vec2 vUv; + void main() { - vUv = vec2( uv.x, uv.y ); - gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + vUv = vec2(uv.x, uv.y); + gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }