godot/modules/lightmapper_rd/lm_common_inc.glsl
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00

100 lines
1.6 KiB
GLSL

/* SET 0, static data that does not change between any call */
struct Vertex {
vec3 position;
float normal_z;
vec2 uv;
vec2 normal_xy;
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
Vertex data[];
}
vertices;
struct Triangle {
uvec3 indices;
uint slice;
};
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
Triangle data[];
}
triangles;
struct Box {
vec3 min_bounds;
uint pad0;
vec3 max_bounds;
uint pad1;
};
layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes {
Box data[];
}
boxes;
layout(set = 0, binding = 4, std430) restrict readonly buffer GridIndices {
uint data[];
}
grid_indices;
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
struct Light {
vec3 position;
uint type;
vec3 direction;
float energy;
vec3 color;
float size;
float range;
float attenuation;
float spot_angle;
float spot_attenuation;
bool static_bake;
uint pad[3];
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
Light data[];
}
lights;
struct Seam {
uvec2 a;
uvec2 b;
};
layout(set = 0, binding = 6, std430) restrict readonly buffer Seams {
Seam data[];
}
seams;
layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
vec4 data[];
}
probe_positions;
layout(set = 0, binding = 8) uniform utexture3D grid;
layout(set = 0, binding = 9) uniform texture3D grid_sdf;
layout(set = 0, binding = 10) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 11) uniform texture2DArray emission_tex;
layout(set = 0, binding = 12) uniform sampler linear_sampler;