Use C++11 raw literals for shader code to improve readability

In files that have lots of branching, `\t` was replaced with a
tab character instead.
This commit is contained in:
Hugo Locurcio
2021-07-19 08:06:51 +02:00
parent b76dfde329
commit abc38b8d66
17 changed files with 1146 additions and 1040 deletions

View File

@ -128,24 +128,21 @@ void CanvasItemMaterial::_update_shader() {
if (particles_animation) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
code += "uniform bool particles_anim_loop;\n";
code += "uniform bool particles_anim_loop;\n\n";
code += "void vertex() {\n";
code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
code += "\tVERTEX.xy /= vec2(h_frames, v_frames);\n";
code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
code += "\tif (!particles_anim_loop) {\n";
code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += "\t} else {\n";
code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
code += "\t}";
code += "\tUV /= vec2(h_frames, v_frames);\n";
code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
code += " float h_frames = float(particles_anim_h_frames);\n";
code += " float v_frames = float(particles_anim_v_frames);\n";
code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
code += " if (!particles_anim_loop) {\n";
code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += " } else {\n";
code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
code += " }";
code += " UV /= vec2(h_frames, v_frames);\n";
code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
code += "}\n";
}