* sample shaders
*/
-/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already initialized,
- * from a sampler2DRect in a variable tex.
+/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
+ * initialized, from a sampler2DRect in a variable tex.
*/
#define FRAGMENT_SHADER_BEGIN \
"uniform sampler2DRect tex;" \
"void main (){" \
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
-/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly blended
- * with the gl specified color (makes the opacity of actors work correctly).
+/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
+ * blended with the gl specified color (makes the opacity of actors work
+ * correctly).
*/
#define FRAGMENT_SHADER_END \
" gl_FragColor = color;" \
{"brightness-contrast",
"uniform float brightness, contrast;"
FRAGMENT_SHADER_BEGIN
- " color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
+ " color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
+ "vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
FRAGMENT_SHADER_END
},
shader = clutter_shader_new ();
error = NULL;
- g_object_set (G_OBJECT (shader), "fragment-source", shaders[shader_no].source, NULL);
+ g_object_set (G_OBJECT (shader),
+ "fragment-source", shaders[shader_no].source, NULL);
/* try to bind the shader, provoking an error we catch if there is issues
- * with the shader sources we've provided. At a later stage it should be possible to
- * iterate through a set of alternate shader sources (glsl -> asm -> cg?) and the one
- * that succesfully compiles is used.
+ * with the shader sources we've provided. At a later stage it should be
+ * possible to iterate through a set of alternate shader sources (glsl ->
+ * asm -> cg?) and the one that succesfully compiles is used.
*/
clutter_shader_bind (shader, &error);