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Style: Apply fixes from clang-format 18.1.3
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@@ -190,9 +190,7 @@ void main() {
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#endif
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#endif
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{
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{
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#CODE : SKY
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#CODE : SKY
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}
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}
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color *= luminance_multiplier;
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color *= luminance_multiplier;
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@@ -53,8 +53,8 @@
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#if defined(VULKAN_ENABLED)
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#if defined(VULKAN_ENABLED)
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#import <QuartzCore/CAMetalLayer.h>
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#include "drivers/vulkan/godot_vulkan.h"
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#include "drivers/vulkan/godot_vulkan.h"
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#import <QuartzCore/CAMetalLayer.h>
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#endif
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#endif
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// Initialization order between compilation units is not guaranteed,
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// Initialization order between compilation units is not guaranteed,
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@@ -28,10 +28,9 @@ layout(location = 3) out vec2 pixel_size_interp;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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}
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} material;
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material;
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#endif
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#endif
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#GLOBALS
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#GLOBALS
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@@ -225,10 +224,9 @@ layout(location = 0) out vec4 frag_color;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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}
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} material;
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material;
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#endif
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#endif
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vec2 screen_uv_to_sdf(vec2 p_uv) {
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vec2 screen_uv_to_sdf(vec2 p_uv) {
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@@ -121,7 +121,8 @@ directional_lights;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#endif
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layout(set = 2, binding = 0) uniform textureCube radiance;
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layout(set = 2, binding = 0) uniform textureCube radiance;
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@@ -258,9 +259,7 @@ void main() {
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#endif //USE_CUBEMAP_PASS
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#endif //USE_CUBEMAP_PASS
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{
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{
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#CODE : SKY
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#CODE : SKY
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}
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}
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frag_color.rgb = color;
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frag_color.rgb = color;
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@@ -92,7 +92,8 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#endif
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#GLOBALS
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#GLOBALS
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@@ -98,7 +98,8 @@ layout(location = 8) out vec4 prev_screen_position;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#endif
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float global_time;
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float global_time;
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@@ -591,10 +592,9 @@ vec2 multiview_uv(vec2 uv) {
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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}
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} material;
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material;
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#endif
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#endif
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#GLOBALS
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#GLOBALS
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@@ -93,10 +93,9 @@ layout(location = 6) mediump out vec3 binormal_interp;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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}
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} material;
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material;
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#endif
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#endif
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#ifdef MODE_DUAL_PARABOLOID
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#ifdef MODE_DUAL_PARABOLOID
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@@ -559,10 +558,9 @@ vec2 multiview_uv(vec2 uv) {
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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}
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} material;
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material;
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#endif
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#endif
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#GLOBALS
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#GLOBALS
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@@ -180,10 +180,9 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
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#ifdef MATERIAL_UNIFORMS_USED
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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#MATERIAL_UNIFORMS
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}
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} material;
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material;
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#endif
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#endif
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layout(push_constant, std430) uniform Params {
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layout(push_constant, std430) uniform Params {
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