godot/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
Rémi Verschelde c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.

Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.

Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
2020-05-18 10:58:14 +02:00

34 lines
665 B
GLSL

#[vertex]
#version 450
layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
vec2 pad;
}
constants;
layout(location = 0) out highp float depth;
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
depth = dot(constants.direction, vtx.xy);
gl_Position = constants.projection * vtx;
}
#[fragment]
#version 450
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
void main() {
distance_buf = depth;
}