[pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
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committed by
Tim Sylvester
parent
9ff5d6fcbd
commit
b60e4afae5
@@ -316,7 +316,6 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "LineSDFShader";
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@@ -500,8 +499,8 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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};
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//
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//template <>
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//struct ShaderSource<BuiltIn::LineGradientShader, gfx::Backend::Type::Metal> {
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// template <>
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// struct ShaderSource<BuiltIn::LineGradientShader, gfx::Backend::Type::Metal> {
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// static constexpr auto name = "LineGradientShader";
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// static constexpr auto vertexMainFunction = "vertexMain";
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// static constexpr auto fragmentMainFunction = "fragmentMain";
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@@ -528,7 +527,7 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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//
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// static constexpr auto source = R"(
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//
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//struct VertexStage {
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// struct VertexStage {
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// short2 pos_normal [[attribute(0)]];
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// uchar4 data [[attribute(1)]];
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// float2 blur [[attribute(2)]];
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@@ -538,7 +537,7 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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// float2 width [[attribute(6)]];
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//};
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//
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//struct FragmentStage {
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// struct FragmentStage {
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// float4 position [[position, invariant]];
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// float2 width2;
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// float2 normal;
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@@ -550,7 +549,7 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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//
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//
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//
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//FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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// FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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// device const LineGradientUBO& line [[buffer(7)]],
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// device const LineGradientPropertiesUBO& props [[buffer(8)]],
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// device const LineGradientInterpolationUBO& interp [[buffer(9)]],
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@@ -560,8 +559,8 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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// const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
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// const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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// const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
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// const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) * -1;
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// const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
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// const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) *
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// -1; const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
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//
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// // the distance over which the line edge fades out.
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// // Retina devices need a smaller distance to avoid aliasing.
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@@ -581,7 +580,8 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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//
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// const float halfwidth = width / 2.0;
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// const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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// const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 :
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// ANTIALIASING);
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//
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// // Scale the extrusion vector down to a normal and then up by the line width of this vertex.
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// const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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@@ -612,7 +612,7 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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// };
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//}
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//
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//half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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// half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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// device const LineSDFUBO& line [[buffer(9)]],
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// device const LinePermutationUBO& permutation [[buffer(12)]],
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// texture2d<float, access::sample> image0 [[texture(0)]],
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