]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Style update: add spaces around assignment operators
[libs/gl.git] / source / bloom.cpp
index b74bde80f970dd16f597452963a3863b7e2e50d3..5f2adc85c2bf592a8379d58ee9d3efc228fe055a 100644 (file)
@@ -22,8 +22,8 @@ static const char blur_vs[]=
        "varying vec2 texcoord;\n"
        "void main()\n"
        "{\n"
-       "       gl_Position=vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
-       "       texcoord=gl_Vertex.xy;\n"
+       "       gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
+       "       texcoord = gl_Vertex.xy;\n"
        "}";
 
 static const char blur_fs[]=
@@ -34,17 +34,17 @@ static const char blur_fs[]=
        "varying vec2 texcoord;\n"
        "void main()\n"
        "{\n"
-       "       gl_FragColor=vec4(0.0, 0.0, 0.0, 0.0);\n"
+       "       gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
        "       for(int i=-size; i<=size; ++i)\n"
-       "               gl_FragColor+=texture2D(source, texcoord+delta*i)*factors[i+size];\n"
+       "               gl_FragColor += texture2D(source, texcoord+delta*i)*factors[i+size];\n"
        "}";
 
 static const char combine_vs[]=
        "varying vec2 texcoord;\n"
        "void main()\n"
        "{\n"
-       "       gl_Position=vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
-       "       texcoord=gl_Vertex.xy;\n"
+       "       gl_Position = vec4(gl_Vertex.xy*2.0-1.0, 0.0, 1.0);\n"
+       "       texcoord = gl_Vertex.xy;\n"
        "}";
 
 static const char combine_fs[]=
@@ -54,7 +54,7 @@ static const char combine_fs[]=
        "varying vec2 texcoord;\n"
        "void main()\n"
        "{\n"
-       "       gl_FragColor=mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
+       "       gl_FragColor = mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
        "}";
 
 }
@@ -67,11 +67,11 @@ Bloom::Bloom(unsigned w, unsigned h):
        combine_shader(combine_vs, combine_fs),
        quad(VERTEX2)
 {
-       int loc=blur_shader.get_uniform_location("delta");
+       int loc = blur_shader.get_uniform_location("delta");
        blur_shdata[0].uniform(loc, 1.0f/w, 0.0f);
        blur_shdata[1].uniform(loc, 0.0f, 1.0f/h);
 
-       loc=blur_shader.get_uniform_location("source");
+       loc = blur_shader.get_uniform_location("source");
        for(unsigned i=0; i<2; ++i)
        {
                blur_shdata[i].uniform(loc, 0);
@@ -100,21 +100,21 @@ void Bloom::set_radius(float r)
        if(r<=0.0f)
                throw InvalidParameterValue("Radius must be positive");
 
-       int size=min(static_cast<int>(r*3.0f), 9);
-       int loc=blur_shader.get_uniform_location("size");
+       int size = min(static_cast<int>(r*3.0f), 9);
+       int loc = blur_shader.get_uniform_location("size");
        blur_shdata[0].uniform(loc, size);
        blur_shdata[1].uniform(loc, size);
 
        vector<float> factors(size*2+1);
-       float sum=0.0f;
-       r=2*r*r;
+       float sum = 0.0f;
+       r = 2*r*r;
        for(int i=-size; i<=size; ++i)
-               sum+=(factors[size+i]=exp(-i*i/r));
+               sum += (factors[size+i] = exp(-i*i/r));
 
        for(int i=0; i<=size*2; ++i)
        {
-               loc=blur_shader.get_uniform_location(format("factors[%d]", i));
-               float f=factors[i]/sum;
+               loc = blur_shader.get_uniform_location(format("factors[%d]", i));
+               float f = factors[i]/sum;
                blur_shdata[0].uniform(loc, f);
                blur_shdata[1].uniform(loc, f);
        }
@@ -129,7 +129,7 @@ void Bloom::set_strength(float s)
 
 void Bloom::render(const Texture2D &src)
 {
-       const Framebuffer *dest=Framebuffer::current();
+       const Framebuffer *dest = Framebuffer::current();
        blur_shader.bind();
        fbo.bind();
        src.bind_to(0);