All sorts of weird indentation, and some cuddled conditional statements deep in the if tree.
Signed-off-by: Eric Anholt <e...@anholt.net> --- glamor/glamor_render.c | 57 ++++++++++++++++++++++++++------------------------ 1 file changed, 30 insertions(+), 27 deletions(-) diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c index 4fbf842..a2a7f4a 100644 --- a/glamor/glamor_render.c +++ b/glamor/glamor_render.c @@ -74,30 +74,33 @@ glamor_create_composite_fs(struct shader_key *key) const char *relocate_texture = "vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n" "{\n" - " vec2 rel_tex; \n" - " rel_tex = texture * wh.xy; \n" + " vec2 rel_tex; \n" + " rel_tex = texture * wh.xy; \n" " if (repeat == RepeatNone)\n" " return rel_tex; \n" - " else if (repeat == RepeatNormal) \n" - " rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); \n" - " else if(repeat == RepeatPad) { \n" - " if (rel_tex.x >= 1.0) rel_tex.x = 1.0 - wh.z * wh.x / 2.; \n" - " else if(rel_tex.x < 0.0) rel_tex.x = 0.0; \n" - " if (rel_tex.y >= 1.0) rel_tex.y = 1.0 - wh.w * wh.y / 2.; \n" - " else if(rel_tex.y < 0.0) rel_tex.y = 0.0; \n" - " rel_tex = rel_tex / wh.xy; \n" - " } \n" - " else if(repeat == RepeatReflect) {\n" + " else if (repeat == RepeatNormal) \n" + " rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); \n" + " else if (repeat == RepeatPad) { \n" + " if (rel_tex.x >= 1.0) \n" + " rel_tex.x = 1.0 - wh.z * wh.x / 2.; \n" + " else if (rel_tex.x < 0.0) \n" + " rel_tex.x = 0.0; \n" + " if (rel_tex.y >= 1.0) \n" + " rel_tex.y = 1.0 - wh.w * wh.y / 2.; \n" + " else if (rel_tex.y < 0.0) \n" + " rel_tex.y = 0.0; \n" + " rel_tex = rel_tex / wh.xy; \n" + " } else if (repeat == RepeatReflect) {\n" " if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n" - " rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x))/wh.x;\n" + " rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x)) / wh.x;\n" " else \n" - " rel_tex.x = fract(rel_tex.x)/wh.x;\n" + " rel_tex.x = fract(rel_tex.x) / wh.x;\n" " if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n" - " rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y))/wh.y;\n" + " rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y)) / wh.y;\n" " else \n" - " rel_tex.y = fract(rel_tex.y)/wh.y;\n" - " } \n" - " return rel_tex; \n" + " rel_tex.y = fract(rel_tex.y) / wh.y;\n" + " } \n" + " return rel_tex; \n" "}\n"; /* The texture and the pixmap size is not match eaxctly, so can't sample it directly. * rel_sampler will recalculate the texture coords.*/ @@ -105,7 +108,7 @@ glamor_create_composite_fs(struct shader_key *key) " vec4 rel_sampler(sampler2D tex_image, vec2 tex, vec4 wh, int repeat, int set_alpha)\n" "{\n" " tex = rel_tex_coord(tex, wh, repeat - RepeatFix);\n" - " if (repeat == RepeatFix) {\n" + " if (repeat == RepeatFix) {\n" " if (!(tex.x >= 0.0 && tex.x < 1.0 \n" " && tex.y >= 0.0 && tex.y < 1.0))\n" " return vec4(0.0, 0.0, 0.0, set_alpha);\n" @@ -129,9 +132,9 @@ glamor_create_composite_fs(struct shader_key *key) "uniform vec4 source_wh;" "vec4 get_source()\n" "{\n" - " if (source_repeat_mode < RepeatFix)\n" + " if (source_repeat_mode < RepeatFix)\n" " return texture2D(source_sampler, source_texture);\n" - " else \n" + " else \n" " return rel_sampler(source_sampler, source_texture,\n" " source_wh, source_repeat_mode, 0);\n" "}\n"; @@ -141,7 +144,7 @@ glamor_create_composite_fs(struct shader_key *key) "uniform vec4 source_wh;\n" "vec4 get_source()\n" "{\n" - " if (source_repeat_mode < RepeatFix) \n" + " if (source_repeat_mode < RepeatFix) \n" " return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n" " else \n" " return rel_sampler(source_sampler, source_texture,\n" @@ -164,9 +167,9 @@ glamor_create_composite_fs(struct shader_key *key) "uniform vec4 mask_wh;\n" "vec4 get_mask()\n" "{\n" - " if (mask_repeat_mode < RepeatFix) \n" + " if (mask_repeat_mode < RepeatFix) \n" " return texture2D(mask_sampler, mask_texture);\n" - " else \n" + " else \n" " return rel_sampler(mask_sampler, mask_texture,\n" " mask_wh, mask_repeat_mode, 0);\n" "}\n"; @@ -176,9 +179,9 @@ glamor_create_composite_fs(struct shader_key *key) "uniform vec4 mask_wh;\n" "vec4 get_mask()\n" "{\n" - " if (mask_repeat_mode < RepeatFix) \n" - " return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n" - " else \n" + " if (mask_repeat_mode < RepeatFix) \n" + " return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n" + " else \n" " return rel_sampler(mask_sampler, mask_texture,\n" " mask_wh, mask_repeat_mode, 1);\n" "}\n"; -- 2.6.4 _______________________________________________ xorg-devel@lists.x.org: X.Org development Archives: http://lists.x.org/archives/xorg-devel Info: http://lists.x.org/mailman/listinfo/xorg-devel