1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-12 13:20:55 +00:00

clang-format: Various fixes to comments alignment from clang-format 13

All reviewed manually and occasionally rewritten to avoid bad auto formatting.
This commit is contained in:
Rémi Verschelde
2021-10-28 15:43:36 +02:00
parent 3b11e33a09
commit 3a6be64c12
43 changed files with 368 additions and 485 deletions

View File

@@ -91,7 +91,6 @@ void main() {
uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
#ifdef USE_ATTRIBUTES
if (instancing > 1) {
// trails
@@ -128,37 +127,37 @@ void main() {
vertex = new_vertex;
color *= pcolor;
} else
#endif // USE_ATTRIBUTES
{
if (instancing == 1) {
uint stride = 2;
{
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
stride += 1;
}
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
stride += 1;
}
}
uint offset = stride * gl_InstanceIndex;
mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
if (instancing == 1) {
uint stride = 2;
{
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
stride += 1;
color *= transforms.data[offset];
offset += 1;
}
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
stride += 1;
instance_custom = transforms.data[offset];
}
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
}
uint offset = stride * gl_InstanceIndex;
mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
color *= transforms.data[offset];
offset += 1;
}
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
}
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)

View File

@@ -1249,10 +1249,10 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
{ //directional light
{ // Directional light.
// Do shadow and lighting in two passes to reduce register pressure.
#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
uint shadow1 = 0;