diff options
author | Brian Paul <brianp@vmware.com> | 2010-02-16 10:41:22 -0700 |
---|---|---|
committer | Brian Paul <brianp@vmware.com> | 2010-02-16 10:41:22 -0700 |
commit | ab35c557559d20a8c1bf196e391b65b18375d919 (patch) | |
tree | 18052ac18d9f15969cd79c19024b13e59bedaf52 | |
parent | 595a747844e9e230a4524d9a0678b075b7fab950 (diff) |
glsl1: fix tab vs. space indentation
-rw-r--r-- | src/glean/tglsl1.cpp | 436 |
1 files changed, 218 insertions, 218 deletions
diff --git a/src/glean/tglsl1.cpp b/src/glean/tglsl1.cpp index c6d88f8..9999bd6 100644 --- a/src/glean/tglsl1.cpp +++ b/src/glean/tglsl1.cpp @@ -376,60 +376,60 @@ static const ShaderProgram Programs[] = { FLAG_NONE }, - { + { "Swizzled expression", NO_VERTEX_SHADER, "void main() { \n" - " vec4 a = vec4(1, 1, 1, 1); \n" - " vec4 b = vec4(0.5, 0.2, 0.1, 0.8); \n" - " vec4 c = (a * b).wzyx; \n" + " vec4 a = vec4(1, 1, 1, 1); \n" + " vec4 b = vec4(0.5, 0.2, 0.1, 0.8); \n" + " vec4 c = (a * b).wzyx; \n" " gl_FragColor = c; \n" "} \n", { 0.8, 0.1, 0.2, 0.5 }, DONT_CARE_Z, FLAG_NONE - }, + }, - { + { // This test targets SOA implementations where we have to // check for SOA dependencies. "Swizzle in-place", NO_VERTEX_SHADER, "void main() { \n" - " vec4 a = vec4(0.5, 0.2, 0.1, 0.8); \n" - " a = a.yxwz; \n" + " vec4 a = vec4(0.5, 0.2, 0.1, 0.8); \n" + " a = a.yxwz; \n" " gl_FragColor = a; \n" "} \n", { 0.2, 0.5, 0.8, 0.1 }, DONT_CARE_Z, FLAG_NONE - }, + }, - { + { "Swizzled swizzle", NO_VERTEX_SHADER, "void main() { \n" - " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n" - " vec4 b = a.wzyx.yxwz; \n" + " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n" + " vec4 b = a.wzyx.yxwz; \n" " gl_FragColor = b; \n" "} \n", { 0.3, 0.4, 0.1, 0.2 }, DONT_CARE_Z, FLAG_NONE - }, + }, - { + { "Swizzled swizzled swizzle", NO_VERTEX_SHADER, "void main() { \n" - " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n" - " vec4 b = a.wzyx.yxwz.xxyz; \n" + " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n" + " vec4 b = a.wzyx.yxwz.xxyz; \n" " gl_FragColor = b; \n" "} \n", { 0.3, 0.3, 0.4, 0.1 }, DONT_CARE_Z, FLAG_NONE - }, + }, // Z-write ============================================================ @@ -645,8 +645,8 @@ static const ShaderProgram Programs[] = { "uniform vec4 uniform1; \n" "void main() { \n" " vec4 u = vec4(0.0, 0.09, 0.25, 1.0); \n" - " u = u * uniform1.xxxx; // mul by 1.0 \n" - " u = sqrt(u); \n" + " u = u * uniform1.xxxx; // mul by 1.0 \n" + " u = sqrt(u); \n" " gl_FragColor = u; \n" "} \n", { 0.0, 0.3, 0.5, 1.0 }, @@ -660,9 +660,9 @@ static const ShaderProgram Programs[] = { "uniform vec4 uniform1; \n" "void main() { \n" " vec2 u = vec2(0.0, 0.04); \n" - " u = u * uniform1.xx; // mul by 1.0 \n" - " u = sqrt(u); \n" - " u = u * uniform1.xx; // mul by 1.0 \n" + " u = u * uniform1.xx; // mul by 1.0 \n" + " u = sqrt(u); \n" + " u = u * uniform1.xx; // mul by 1.0 \n" " gl_FragColor = vec4(u.x, u.y, 0.0, 0.0); \n" "} \n", { 0.0, 0.2, 0.0, 0.0 }, @@ -893,12 +893,12 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "void main() { \n" " vec3 u,v ; \n" - " u.x = 0.8; \n" - " u.y = -0.5; \n" - " u.z = 1.0; \n" + " u.x = 0.8; \n" + " u.y = -0.5; \n" + " u.z = 1.0; \n" " v.x = 0.1; \n" - " v.y = 0.5; \n" - " v.z = -2.0; \n" + " v.y = 0.5; \n" + " v.z = -2.0; \n" " u = cross(u, v); \n" " gl_FragColor.xyz = u; \n" " gl_FragColor.w = 1.0; \n" @@ -1070,14 +1070,14 @@ static const ShaderProgram Programs[] = { " float v0 = 0.0; \n" " float v1 = 1.0; \n" " gl_FragColor.x = mix(v0, v1, 0.25); \n" - " v0 = 1.0; \n" - " v1 = 0.0; \n" + " v0 = 1.0; \n" + " v1 = 0.0; \n" " gl_FragColor.y = mix(v0, v1, 0.25); \n" - " v0 = -4.8; \n" - " v1 = 15.2; \n" + " v0 = -4.8; \n" + " v1 = 15.2; \n" " gl_FragColor.z = mix(v0, v1, 0.25); \n" - " v0 = 0.0; \n" - " v1 = 0.0; \n" + " v0 = 0.0; \n" + " v1 = 0.0; \n" " gl_FragColor.w = mix(v0, v1, 0.25); \n" "} \n", { 0.25, 0.75, 0.2, 0.0 }, @@ -1250,13 +1250,13 @@ static const ShaderProgram Programs[] = { "while-loop with continue", NO_VERTEX_SHADER, "void main() { \n" - " int i = 0; \n" + " int i = 0; \n" " float sum = 0.0; \n" " while (i < 20) { \n" - " ++i; \n" - " if (i > 5) \n" - " continue; \n" - " sum += 0.1; \n" + " ++i; \n" + " if (i > 5) \n" + " continue; \n" + " sum += 0.1; \n" " } \n" " gl_FragColor = vec4(sum); \n" "} \n", @@ -1269,12 +1269,12 @@ static const ShaderProgram Programs[] = { "for-loop with continue", NO_VERTEX_SHADER, "void main() { \n" - " int i; \n" + " int i; \n" " float sum = 0.0; \n" " for (i = 0; i < 20; ++i) { \n" - " if (i > 4) \n" - " continue; \n" - " sum += 0.1; \n" + " if (i > 4) \n" + " continue; \n" + " sum += 0.1; \n" " } \n" " gl_FragColor = vec4(sum); \n" "} \n", @@ -1377,8 +1377,8 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor = vec4(0.0); \n" - " bool b = true; \n" - " gl_FragColor.y = b ? 1.0 : 0.5; \n" + " bool b = true; \n" + " gl_FragColor.y = b ? 1.0 : 0.5; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -1401,7 +1401,7 @@ static const ShaderProgram Programs[] = { { "constant array with constant indexing, fragment shader", NO_VERTEX_SHADER, - "uniform float uniformArray[4]; \n" + "uniform float uniformArray[4]; \n" "void main() { \n" " gl_FragColor.x = uniformArray[0]; \n" " gl_FragColor.y = uniformArray[1]; \n" @@ -1409,7 +1409,7 @@ static const ShaderProgram Programs[] = { " gl_FragColor.w = uniformArray[3]; \n" "} \n", { UniformArray[0], UniformArray[1], - UniformArray[2], UniformArray[3] }, + UniformArray[2], UniformArray[3] }, DONT_CARE_Z, FLAG_NONE }, @@ -1435,7 +1435,7 @@ static const ShaderProgram Programs[] = { { "constant array with constant indexing, vertex shader", - "uniform float uniformArray[4]; \n" + "uniform float uniformArray[4]; \n" "void main() { \n" " gl_FrontColor.x = uniformArray[0]; \n" " gl_FrontColor.y = uniformArray[1]; \n" @@ -1445,7 +1445,7 @@ static const ShaderProgram Programs[] = { "} \n", NO_FRAGMENT_SHADER, { UniformArray[0], UniformArray[1], - UniformArray[2], UniformArray[3] }, + UniformArray[2], UniformArray[3] }, DONT_CARE_Z, FLAG_NONE }, @@ -1481,7 +1481,7 @@ static const ShaderProgram Programs[] = { " ar[1] = 0.1; \n" " ar[2] = 0.5; \n" " ar[3] = 0.7; \n" - " int indx = int(uniform1.y * 8.0); // should be 2 \n" + " int indx = int(uniform1.y * 8.0); // should be 2 \n" " gl_FragColor = vec4(ar[indx]); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, @@ -1498,7 +1498,7 @@ static const ShaderProgram Programs[] = { " ar[1] = 0.1; \n" " ar[2] = 0.5; \n" " ar[3] = 0.7; \n" - " int indx = int(uniform1.y * 8.0); // should be 2 \n" + " int indx = int(uniform1.y * 8.0); // should be 2 \n" " gl_FrontColor = vec4(ar[indx]); \n" " gl_Position = ftransform(); \n" "} \n", @@ -1510,10 +1510,10 @@ static const ShaderProgram Programs[] = { #endif { "constant array with variable indexing, vertex shader", - "uniform float uniformArray[4]; \n" + "uniform float uniformArray[4]; \n" "uniform vec4 uniform1; \n" "void main() { \n" - " int indx = int(uniform1.y * 8.0); // should be 2 \n" + " int indx = int(uniform1.y * 8.0); // should be 2 \n" " gl_FrontColor = vec4(uniformArray[indx]); \n" " gl_Position = ftransform(); \n" "} \n", @@ -1530,17 +1530,17 @@ static const ShaderProgram Programs[] = { // edge of the polygon should have a gray value = // uniformArray[3]. "constant array with variable indexing, vertex shader (2)", - "uniform float uniformArray[4]; \n" + "uniform float uniformArray[4]; \n" "void main() { \n" - " int indx = int(gl_MultiTexCoord0.x + 2.0); // 2 or 3 \n" + " int indx = int(gl_MultiTexCoord0.x + 2.0); // 2 or 3 \n" " gl_FrontColor = vec4(uniformArray[indx]); \n" " gl_Position = ftransform(); \n" "} \n", NO_FRAGMENT_SHADER, - // If we read the center pixel we'd get the average of - // the Uniform[2] and Uniform[3] values here. But we read - // an off-center pixel so this result was found emperically. - { 0.6, 0.6, 0.6, 0.6 }, + // If we read the center pixel we'd get the average of + // the Uniform[2] and Uniform[3] values here. But we read + // an off-center pixel so this result was found emperically. + { 0.6, 0.6, 0.6, 0.6 }, DONT_CARE_Z, FLAG_NONE }, @@ -1555,10 +1555,10 @@ static const ShaderProgram Programs[] = { " ar[1] = 0.8; \n" " ar[2] = 0.5; \n" " ar[3] = 0.7; \n" - " ivec2 indx; \n" - " indx.x = 1; \n" - " indx.y = int(uniform1.y * 8.0); // should be 2 \n" - " float p = ar[indx.x] * ar[indx.y]; \n" + " ivec2 indx; \n" + " indx.x = 1; \n" + " indx.y = int(uniform1.y * 8.0); // should be 2 \n" + " float p = ar[indx.x] * ar[indx.y]; \n" " gl_FragColor = vec4(p); \n" "} \n", { 0.4, 0.4, 0.4, 0.4 }, @@ -2155,8 +2155,8 @@ static const ShaderProgram Programs[] = { " gl_Position = ftransform(); \n" " // front color values should all be >= 1.0 \n" " gl_FrontColor = vec4(gl_MaxLights, gl_MaxClipPlanes,\n" - " gl_MaxTextureUnits, \n" - " gl_MaxTextureCoords); \n" + " gl_MaxTextureUnits, \n" + " gl_MaxTextureCoords); \n" "} \n", NO_FRAGMENT_SHADER, { 1.0, 1.0, 1.0, 1.0 }, @@ -2448,7 +2448,7 @@ static const ShaderProgram Programs[] = { { "function with early return (3)", NO_VERTEX_SHADER, - "float val = 0.5; \n" + "float val = 0.5; \n" "void sub(in float x) { \n" " if (x > 0.0) \n" " return; \n" @@ -2467,7 +2467,7 @@ static const ShaderProgram Programs[] = { { "function with early return (4)", NO_VERTEX_SHADER, - "float val = 0.5; \n" + "float val = 0.5; \n" "void sub(in float x) { \n" " if (x >= 0.3) \n" " if (x >= 0.4) \n" @@ -2807,17 +2807,17 @@ static const ShaderProgram Programs[] = { { "struct (1)", NO_VERTEX_SHADER, - "struct s1 { \n" - " float f1; \n" - " vec4 v4; \n" - "}; \n" - "\n" + "struct s1 { \n" + " float f1; \n" + " vec4 v4; \n" + "}; \n" + "\n" "void main() { \n" - " s1 a, b; \n" - " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" - " a.f1 = 0.0; \n" - " b = a; \n" - " gl_FragColor = b.v4; \n" + " s1 a, b; \n" + " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" + " a.f1 = 0.0; \n" + " b = a; \n" + " gl_FragColor = b.v4; \n" "} \n", { 0.25, 0.5, 0.75, 1.0 }, DONT_CARE_Z, @@ -2827,17 +2827,17 @@ static const ShaderProgram Programs[] = { { "struct (2)", NO_VERTEX_SHADER, - "struct s1 { \n" - " float f1; \n" - " vec4 v4; \n" - "}; \n" - "\n" + "struct s1 { \n" + " float f1; \n" + " vec4 v4; \n" + "}; \n" + "\n" "void main() { \n" - " s1 a[2]; \n" - " a[0].v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" - " a[0].f1 = 0.0; \n" - " a[1] = a[0]; \n" - " gl_FragColor = a[1].v4; \n" + " s1 a[2]; \n" + " a[0].v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" + " a[0].f1 = 0.0; \n" + " a[1] = a[0]; \n" + " gl_FragColor = a[1].v4; \n" "} \n", { 0.25, 0.5, 0.75, 1.0 }, DONT_CARE_Z, @@ -2847,18 +2847,18 @@ static const ShaderProgram Programs[] = { { "struct (3)", NO_VERTEX_SHADER, - "struct s1 { \n" - " float f1; \n" - " vec4 v4; \n" - "}; \n" - "\n" + "struct s1 { \n" + " float f1; \n" + " vec4 v4; \n" + "}; \n" + "\n" "void main() { \n" - " vec4 scale = vec4(0.5); \n" - " vec4 bias = vec4(0.1); \n" - " s1 a; \n" - " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" - " a.f1 = 0.0; \n" - " gl_FragColor = a.v4 * scale + bias; \n" + " vec4 scale = vec4(0.5); \n" + " vec4 bias = vec4(0.1); \n" + " s1 a; \n" + " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" + " a.f1 = 0.0; \n" + " gl_FragColor = a.v4 * scale + bias; \n" "} \n", { 0.225, 0.35, 0.475, 0.6 }, DONT_CARE_Z, @@ -2868,23 +2868,23 @@ static const ShaderProgram Programs[] = { { "struct (4)", NO_VERTEX_SHADER, - "struct s1 { \n" - " float foo; \n" - " vec4 v4; \n" - "}; \n" - "struct s2 { \n" - " float bar; \n" - " s1 s; \n" - " float baz; \n" - "}; \n" - "\n" - "void main() { \n" - " s2 a; \n" - " a.s.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" - " a.bar = 0.0; \n" - " a.baz = 0.0; \n" - " a.s.foo = 0.0; \n" - " gl_FragColor = a.s.v4; \n" + "struct s1 { \n" + " float foo; \n" + " vec4 v4; \n" + "}; \n" + "struct s2 { \n" + " float bar; \n" + " s1 s; \n" + " float baz; \n" + "}; \n" + "\n" + "void main() { \n" + " s2 a; \n" + " a.s.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" + " a.bar = 0.0; \n" + " a.baz = 0.0; \n" + " a.s.foo = 0.0; \n" + " gl_FragColor = a.s.v4; \n" "} \n", { 0.25, 0.5, 0.75, 1.0 }, DONT_CARE_Z, @@ -2992,7 +2992,7 @@ static const ShaderProgram Programs[] = { "Preprocessor test 7 (multi-line #define)", NO_VERTEX_SHADER, "#define FOO(x) \\\n" - " ((x) + (x)) \n" + " ((x) + (x)) \n" "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n", @@ -3006,11 +3006,11 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" - "#ifdef FOO \n" + "#ifdef FOO \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#else \n" - " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#endif \n" + "#else \n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" + "#endif \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3022,11 +3022,11 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" - "#ifndef FOO \n" + "#ifndef FOO \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#else \n" - " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#endif \n" + "#else \n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" + "#endif \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3038,11 +3038,11 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" - "#if defined(FOO) \n" + "#if defined(FOO) \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#else \n" - " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#endif \n" + "#else \n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" + "#endif \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3054,14 +3054,14 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#define FOO 1\n" "void main() { \n" - "#if FOO == 1 \n" + "#if FOO == 1 \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#elif FOO == 2\n" + "#elif FOO == 2\n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#else \n" + "#else \n" " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n" - "#endif \n" - " gl_FragColor = r; \n" + "#endif \n" + " gl_FragColor = r; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3073,14 +3073,14 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#define FOO 2\n" "void main() { \n" - "#if FOO == 1 \n" + "#if FOO == 1 \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#elif FOO == 2\n" + "#elif FOO == 2\n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#else \n" + "#else \n" " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n" - "#endif \n" - " gl_FragColor = r; \n" + "#endif \n" + " gl_FragColor = r; \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3093,16 +3093,16 @@ static const ShaderProgram Programs[] = { "#define FOO 1\n" "#define BAR 0\n" "void main() { \n" - "#if FOO == 1 \n" - "#if BAR == 1 \n" + "#if FOO == 1 \n" + "#if BAR == 1 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#else \n" + "#else \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#endif \n" - "#else \n" + "#endif \n" + "#else \n" " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n" - "#endif \n" - " gl_FragColor = r; \n" + "#endif \n" + " gl_FragColor = r; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3115,16 +3115,16 @@ static const ShaderProgram Programs[] = { "#define FOO 0\n" "#define BAR 0\n" "void main() { \n" - "#if FOO == 1 \n" + "#if FOO == 1 \n" " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n" - "#else \n" - "#if BAR == 1 \n" + "#else \n" + "#if BAR == 1 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#else \n" + "#else \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#endif \n" - "#endif \n" - " gl_FragColor = r; \n" + "#endif \n" + "#endif \n" + " gl_FragColor = r; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3137,18 +3137,18 @@ static const ShaderProgram Programs[] = { "#define FOO 0\n" "#define BAR 2\n" "void main() { \n" - "#if FOO == 1 \n" + "#if FOO == 1 \n" " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n" - "#else \n" - "#if BAR == 1 \n" + "#else \n" + "#if BAR == 1 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#elif BAR == 2 \n" + "#elif BAR == 2 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#else \n" + "#else \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#endif \n" - "#endif \n" - " gl_FragColor = r; \n" + "#endif \n" + "#endif \n" + " gl_FragColor = r; \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3180,7 +3180,7 @@ static const ShaderProgram Programs[] = { "#extension GL_ARB_draw_buffers: enable\n" "void main() { \n" "#if GL_ARB_draw_buffers == 1\n" - " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n" + " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" @@ -3200,7 +3200,7 @@ static const ShaderProgram Programs[] = { "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, - FLAG_ILLEGAL_SHADER + FLAG_ILLEGAL_SHADER }, { @@ -3208,11 +3208,11 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" - "#if !defined(FOO) \n" + "#if !defined(FOO) \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" - "#else \n" - " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" - "#endif \n" + "#else \n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" + "#endif \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, @@ -3222,9 +3222,9 @@ static const ShaderProgram Programs[] = { { "Comment test (1)", NO_VERTEX_SHADER, - "/* this is\n" - "a multi-line\n" - "comment*/\n" + "/* this is\n" + "a multi-line\n" + "comment*/\n" "void main() { \n" " gl_FragColor = vec4(0.5); \n" "} \n", @@ -3236,7 +3236,7 @@ static const ShaderProgram Programs[] = { { "Comment test (2)", NO_VERTEX_SHADER, - "// another comment test\n" + "// another comment test\n" "void main() { \n" " gl_FragColor = vec4(0.5); //comment \n" "} \n", @@ -3248,7 +3248,7 @@ static const ShaderProgram Programs[] = { { "Comment test (3)", NO_VERTEX_SHADER, - "#define HALF 0.5 // half\n" + "#define HALF 0.5 // half\n" "void main() { \n" " gl_FragColor = vec4(HALF); \n" "} \n", @@ -3260,7 +3260,7 @@ static const ShaderProgram Programs[] = { { "Comment test (4)", NO_VERTEX_SHADER, - "#define HALF 0.5 /* half */\n" + "#define HALF 0.5 /* half */\n" "void main() { \n" " gl_FragColor = vec4(HALF); \n" "} \n", @@ -3273,9 +3273,9 @@ static const ShaderProgram Programs[] = { "Comment test (5)", NO_VERTEX_SHADER, "void main() { \n" - "/*}*/\n" + "/*}*/\n" " gl_FragColor = /*;*/ vec4(0.5); \n" - "/*}*/\n" + "/*}*/\n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, @@ -3399,7 +3399,7 @@ static const ShaderProgram Programs[] = { "#version 120\n" "void main() { \n" " mat2x4 m = mat2x4(0.1, 0.2, 0.3, 0.4, \n" - " 0.5, 0.6, 0.7, 0.8); \n" + " 0.5, 0.6, 0.7, 0.8); \n" " gl_FragColor = m[1]; \n" "} \n", { 0.5, 0.6, 0.7, 0.8 }, @@ -3412,9 +3412,9 @@ static const ShaderProgram Programs[] = { "#version 120\n" "void main() { \n" " mat4x2 m = mat4x2(0.1, 0.2, \n" - " 0.3, 0.4, \n" - " 0.5, 0.6, \n" - " 0.7, 0.8); \n" + " 0.3, 0.4, \n" + " 0.5, 0.6, \n" + " 0.7, 0.8); \n" " gl_FragColor.xy = m[1]; \n" " gl_FragColor.zw = m[2]; \n" "} \n", @@ -3428,7 +3428,7 @@ static const ShaderProgram Programs[] = { "#version 120\n" "void main() { \n" " mat2x3 m = mat2x3(0.1, 0.2, 0.3, \n" - " 0.4, 0.5, 0.6); \n" + " 0.4, 0.5, 0.6); \n" " gl_FragColor.xyz = m[1]; \n" " gl_FragColor.w = 1.0; \n" "} \n", @@ -3442,8 +3442,8 @@ static const ShaderProgram Programs[] = { "#version 120\n" "void main() { \n" " mat3x2 m = mat3x2(0.1, 0.2, \n" - " 0.3, 0.4, \n" - " 0.5, 0.6); \n" + " 0.3, 0.4, \n" + " 0.5, 0.6); \n" " gl_FragColor.xy = m[1]; \n" " gl_FragColor.zw = m[2]; \n" "} \n", @@ -3457,9 +3457,9 @@ static const ShaderProgram Programs[] = { "#version 120\n" "void main() { \n" " mat4x3 m = mat4x3(0.1, 0.2, 0.3, \n" - " 0.4, 0.5, 0.6, \n" - " 0.7, 0.8, 0.9, \n" - " 1.0, 0.0, 1.0); \n" + " 0.4, 0.5, 0.6, \n" + " 0.7, 0.8, 0.9, \n" + " 1.0, 0.0, 1.0); \n" " gl_FragColor.xyz = m[1]; \n" " gl_FragColor.w = 1.0; \n" "} \n", @@ -3473,8 +3473,8 @@ static const ShaderProgram Programs[] = { "#version 120\n" "void main() { \n" " mat3x4 m = mat3x4(0.1, 0.2, 0.3, 0.4, \n" - " 0.5, 0.6, 0.7, 0.8, \n" - " 0.9, 1.0, 0.0, 1.0);\n" + " 0.5, 0.6, 0.7, 0.8, \n" + " 0.9, 1.0, 0.0, 1.0);\n" " gl_FragColor = m[1]; \n" "} \n", { 0.5, 0.6, 0.7, 0.8 }, @@ -3489,8 +3489,8 @@ static const ShaderProgram Programs[] = { "void main() { \n" " vec4 v = vec4(0.2, -0.2, 0.4, 0.1); \n" " mat3x4 m = mat3x4(0.1, 0.2, 0.3, 0.4, \n" - " 0.5, 0.6, 0.7, 0.8, \n" - " 0.9, 1.0, 0.0, 1.0);\n" + " 0.5, 0.6, 0.7, 0.8, \n" + " 0.9, 1.0, 0.0, 1.0);\n" " gl_FragColor.xyz = v * m; \n" " gl_FragColor.w = 1.0; \n" "} \n", @@ -3508,9 +3508,9 @@ static const ShaderProgram Programs[] = { "#version 120 \n" "void main() { \n" " mat4x2 m = mat4x2(0.1, 0.2, \n" - " 0.3, 0.4, \n" - " 0.5, 0.6, \n" - " 0.7, 0.8); \n" + " 0.3, 0.4, \n" + " 0.5, 0.6, \n" + " 0.7, 0.8); \n" " vec4 v = vec4(0.9, 0.8, 0.7, 0.6); \n" " gl_FragColor.xy = (m * v) * 0.5; \n" " gl_FragColor.zw = vec2(0.0); \n" @@ -3530,11 +3530,11 @@ static const ShaderProgram Programs[] = { "#version 120 \n" "void main() { \n" " mat4x2 m1 = mat4x2(0.1, 0.2, \n" - " 0.3, 0.4, \n" - " 0.5, 0.6, \n" - " 0.7, 0.8); \n" + " 0.3, 0.4, \n" + " 0.5, 0.6, \n" + " 0.7, 0.8); \n" " mat2x4 m2 = mat2x4(0.9, 0.8, 0.7, 0.6, \n" - " 0.5, 0.4, 0.3, 0.2); \n" + " 0.5, 0.4, 0.3, 0.2); \n" " mat2 m3 = m1 * m2; \n" " vec4 v4; \n" " v4.xy = m3[0]; \n" @@ -3557,9 +3557,9 @@ static const ShaderProgram Programs[] = { "void main() { \n" " vec2 v = vec2(0.2, 0.5); \n" " mat4x2 m = mat4x2(0.1, 0.2, \n" - " 0.3, 0.4, \n" - " 0.5, 0.6, \n" - " 0.7, 0.8); \n" + " 0.3, 0.4, \n" + " 0.5, 0.6, \n" + " 0.7, 0.8); \n" " gl_FragColor = v * m; \n" "} \n", { 0.2 * 0.1 + 0.5 * 0.2, @@ -3576,9 +3576,9 @@ static const ShaderProgram Programs[] = { "void main() { \n" " vec3 v = vec3(0.2, 0.5, 0.1); \n" " mat4x3 m = mat4x3(0.1, 0.2, 0.3, \n" - " 0.4, 0.5, 0.6, \n" - " 0.7, 0.8, 0.9, \n" - " 1.0, 0.1, 0.2); \n" + " 0.4, 0.5, 0.6, \n" + " 0.7, 0.8, 0.9, \n" + " 1.0, 0.1, 0.2); \n" " gl_FragColor = v * m; \n" "} \n", { 0.2 * 0.1 + 0.5 * 0.2 + 0.1 * 0.3, @@ -3647,8 +3647,8 @@ static const ShaderProgram Programs[] = { "#version 120 \n" "float [2] x; \n" "void main() { \n" - " x[0] = 1.0; \n" - " x[1] = 2.0; \n" + " x[0] = 1.0; \n" + " x[1] = 2.0; \n" " gl_FragColor.x = x[0]; \n" " gl_FragColor.y = 0.25 * x[1]; \n" " gl_FragColor.z = 0.1 * (x[0] + x[1]); \n" @@ -3678,7 +3678,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 [2] colors = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3692,7 +3692,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 [] colors = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3705,7 +3705,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 [2] colors = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3718,7 +3718,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 [] colors = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3731,7 +3731,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 colors[] = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3744,7 +3744,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 colors[2] = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3757,7 +3757,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "vec4 colors[2] = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3786,7 +3786,7 @@ static const ShaderProgram Programs[] = { NO_VERTEX_SHADER, "#version 120 \n" "const vec4 [2] colors = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n" - " vec4(0.7, 0.8, 0.9, 1.0)); \n" + " vec4(0.7, 0.8, 0.9, 1.0)); \n" "void main() { \n" " gl_FragColor = colors[1]; \n" "} \n", @@ -3815,7 +3815,7 @@ static const ShaderProgram Programs[] = { "#version 120 \n" "const float [2] x = float[2](1.0, 2.0); \n" "void main() { \n" - " int l = x.length(); \n" + " int l = x.length(); \n" " gl_FragColor = vec4(l * 0.25); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, @@ -3826,7 +3826,7 @@ static const ShaderProgram Programs[] = { "GLSL 1.20 array error check", NO_VERTEX_SHADER, "#version 120 \n" - "// Note array size disagreement here: \n" + "// Note array size disagreement here: \n" "const float [2] x = float[3](1.0, 2.0); \n" "void main() { \n" " gl_FragColor = vec4(1); \n" @@ -3937,12 +3937,12 @@ static const ShaderProgram Programs[] = { { "texcoord varying", - // Does the linker correctly recognize that texcoord[1] is - // written by the vertex shader and read by the fragment shader? + // Does the linker correctly recognize that texcoord[1] is + // written by the vertex shader and read by the fragment shader? // vert shader: "void main() { \n" - " int i = 1; \n" - " gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n" + " int i = 1; \n" + " gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n" " gl_Position = ftransform(); \n" "} \n", // frag shader: @@ -4568,7 +4568,7 @@ GLSLTest::testProgram(const ShaderProgram &p) glUseProgram_func(program); - if (p.flags & FLAG_VERTEX_TEXTURE) { + if (p.flags & FLAG_VERTEX_TEXTURE) { // check if vertex texture units are available GLint n; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &n); @@ -4577,7 +4577,7 @@ GLSLTest::testProgram(const ShaderProgram &p) retVal = true; goto cleanup; } - } + } // load uniform vars u1 = glGetUniformLocation_func(program, "uniform1"); |