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mirror of https://github.com/godotengine/godot.git synced 2025-12-01 16:38:31 +00:00

Style: Apply fixes from clang-format 18.1.3

This commit is contained in:
Rémi Verschelde
2025-04-25 15:40:13 +02:00
parent 7d9ae94b20
commit 0c12e633d4
47 changed files with 142 additions and 149 deletions

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@@ -190,9 +190,7 @@ void main() {
#endif #endif
{ {
#CODE : SKY #CODE : SKY
} }
color *= luminance_multiplier; color *= luminance_multiplier;

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@@ -53,8 +53,8 @@
#if defined(VULKAN_ENABLED) #if defined(VULKAN_ENABLED)
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#import <QuartzCore/CAMetalLayer.h>
#include "drivers/vulkan/godot_vulkan.h" #include "drivers/vulkan/godot_vulkan.h"
#import <QuartzCore/CAMetalLayer.h>
#endif #endif
// Initialization order between compilation units is not guaranteed, // Initialization order between compilation units is not guaranteed,

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@@ -28,10 +28,9 @@ layout(location = 3) out vec2 pixel_size_interp;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms { layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
}
} material; material;
#endif #endif
#GLOBALS #GLOBALS
@@ -239,10 +238,9 @@ layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms { layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
}
} material; material;
#endif #endif
vec2 screen_uv_to_sdf(vec2 p_uv) { vec2 screen_uv_to_sdf(vec2 p_uv) {

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@@ -108,7 +108,8 @@ directional_lights;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms { layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
} material; }
material;
#endif #endif
layout(set = 2, binding = 0) uniform textureCube radiance; layout(set = 2, binding = 0) uniform textureCube radiance;
@@ -245,9 +246,7 @@ void main() {
#endif //USE_CUBEMAP_PASS #endif //USE_CUBEMAP_PASS
{ {
#CODE : SKY #CODE : SKY
} }
frag_color.rgb = color; frag_color.rgb = color;

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@@ -79,7 +79,8 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = 2, binding = 0, std140) uniform MaterialUniforms { layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
} material; }
material;
#endif #endif
#GLOBALS #GLOBALS

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@@ -117,7 +117,8 @@ layout(location = 8) out vec4 prev_screen_position;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms { layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
} material; }
material;
#endif #endif
float global_time; float global_time;
@@ -732,10 +733,9 @@ vec2 multiview_uv(vec2 uv) {
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms { layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
}
} material; material;
#endif #endif
#GLOBALS #GLOBALS

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@@ -103,10 +103,9 @@ layout(location = 6) mediump out vec3 binormal_interp;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms { layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
}
} material; material;
#endif #endif
#ifdef MODE_DUAL_PARABOLOID #ifdef MODE_DUAL_PARABOLOID
@@ -593,10 +592,9 @@ vec2 multiview_uv(vec2 uv) {
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms { layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
}
} material; material;
#endif #endif
#GLOBALS #GLOBALS

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@@ -169,10 +169,9 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
#ifdef MATERIAL_UNIFORMS_USED #ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms { layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS #MATERIAL_UNIFORMS
}
} material; material;
#endif #endif
layout(push_constant, std430) uniform Params { layout(push_constant, std430) uniform Params {