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mirror of https://github.com/godotengine/godot.git synced 2025-11-29 16:16:38 +00:00

Style: Apply fixes from clang-format 18.1.3

This commit is contained in:
Rémi Verschelde
2025-04-25 15:32:25 +02:00
parent c8169ea274
commit a6c5fc2720
46 changed files with 142 additions and 149 deletions

View File

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

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@@ -53,8 +53,8 @@
#if defined(VULKAN_ENABLED)
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#import <QuartzCore/CAMetalLayer.h>
#include "drivers/vulkan/godot_vulkan.h"
#import <QuartzCore/CAMetalLayer.h>
#endif
// 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
layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS
@@ -225,10 +224,9 @@ layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
vec2 screen_uv_to_sdf(vec2 p_uv) {

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@@ -121,7 +121,8 @@ directional_lights;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
layout(set = 2, binding = 0) uniform textureCube radiance;
@@ -258,9 +259,7 @@ void main() {
#endif //USE_CUBEMAP_PASS
{
#CODE : SKY
}
frag_color.rgb = color;

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@@ -92,7 +92,8 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS

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@@ -98,7 +98,8 @@ layout(location = 8) out vec4 prev_screen_position;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
float global_time;
@@ -591,10 +592,9 @@ vec2 multiview_uv(vec2 uv) {
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS

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@@ -93,10 +93,9 @@ layout(location = 6) mediump out vec3 binormal_interp;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#ifdef MODE_DUAL_PARABOLOID
@@ -559,10 +558,9 @@ vec2 multiview_uv(vec2 uv) {
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
#GLOBALS

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@@ -180,10 +180,9 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
}
material;
#endif
layout(push_constant, std430) uniform Params {