From a5e8b6cea5eaf83d23c56e37f1c4d5baddf363b6 Mon Sep 17 00:00:00 2001
From: Dave Houlton <euclid@lindenlab.com>
Date: Wed, 16 Sep 2020 16:47:23 -0600
Subject: SL-13768 clang-format class2 deferred skyF.glsl (whitespace)

---
 .../app_settings/shaders/class2/deferred/skyF.glsl | 98 +++++++++++-----------
 1 file changed, 51 insertions(+), 47 deletions(-)

(limited to 'indra')

diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index b9e561c112..1485c515a4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/** 
+/**
  * @file class2/deferred/skyF.glsl
  *
  * $LicenseInfo:firstyear=2005&license=viewerlgpl$
  * Second Life Viewer Source Code
  * Copyright (C) 2005, Linden Research, Inc.
- * 
+ *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * License as published by the Free Software Foundation;
  * version 2.1 of the License only.
- * 
+ *
  * This library is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  * Lesser General Public License for more details.
- * 
+ *
  * You should have received a copy of the GNU Lesser General Public
  * License along with this library; if not, write to the Free Software
  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
+ *
  * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
  * $/LicenseInfo$
  */
@@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;
 // Inputs
 uniform vec3 camPosLocal;
 
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4  lightnorm;
+uniform vec4  sunlight_color;
+uniform vec4  moonlight_color;
+uniform int   sun_up_factor;
+uniform vec4  ambient_color;
+uniform vec4  blue_horizon;
+uniform vec4  blue_density;
 uniform float haze_horizon;
 uniform float haze_density;
 
@@ -47,7 +47,7 @@ uniform float density_multiplier;
 uniform float distance_multiplier;
 uniform float max_y;
 
-uniform vec4 glow;
+uniform vec4  glow;
 uniform float sun_moon_glow_factor;
 
 uniform vec4 cloud_color;
@@ -73,16 +73,16 @@ uniform float ice_level;
 
 vec3 rainbow(float d)
 {
-   d = clamp(d, -1.0, 0.0);
-   float rad = (droplet_radius - 5.0f) / 1024.0f;
-   return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
+    d         = clamp(d, -1.0, 0.0);
+    float rad = (droplet_radius - 5.0f) / 1024.0f;
+    return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
 }
 
 vec3 halo22(float d)
 {
-   d = clamp(d, 0.1, 1.0);
-   float v = sqrt(clamp(1 - (d * d), 0, 1));
-   return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
+    d       = clamp(d, 0.1, 1.0);
+    float v = sqrt(clamp(1 - (d * d), 0, 1));
+    return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
 }
 
 /// Soft clips the light with a gamma correction
@@ -90,21 +90,26 @@ vec3 scaleSoftClip(vec3 light);
 
 void main()
 {
-
     // World / view / projection
     // Get relative position (offset why?)
-    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
+    vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
 
     // Adj position vector to clamp altitude
-    if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); }
-    if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); }
+    if (rel_pos.y > 0.)
+    {
+        rel_pos *= (max_y / rel_pos.y);
+    }
+    if (rel_pos.y < 0.)
+    {
+        rel_pos *= (-32000. / rel_pos.y);
+    }
 
     // Normalized
-    vec3 rel_pos_norm = normalize(rel_pos);
-    float  rel_pos_len = length(rel_pos);
+    vec3  rel_pos_norm = normalize(rel_pos);
+    float rel_pos_len  = length(rel_pos);
 
     // Initialize temp variables
-    vec4  sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 
     // Sunlight attenuation effect (hue and brightness) due to atmosphere
     // this is used later for sunlight modulation at various altitudes
@@ -112,12 +117,12 @@ void main()
 
     // Calculate relative weights
     vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
-    vec4 blue_weight = blue_density / combined_haze;
-    vec4 haze_weight = haze_density / combined_haze;
+    vec4 blue_weight   = blue_density / combined_haze;
+    vec4 haze_weight   = haze_density / combined_haze;
 
     // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
-    float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y );
-    sunlight *= exp( - light_atten * off_axis);
+    float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y);
+    sunlight *= exp(-light_atten * off_axis);
 
     // Distance
     float density_dist = rel_pos_len * density_multiplier;
@@ -129,45 +134,45 @@ void main()
 
     // Compute haze glow
     float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
-    haze_glow = 1. - haze_glow;
-        // haze_glow is 0 at the sun and increases away from sun
-    haze_glow = max(haze_glow, .001);   
-        // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+    haze_glow       = 1. - haze_glow;
+    // haze_glow is 0 at the sun and increases away from sun
+    haze_glow = max(haze_glow, .001);
+    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
     haze_glow *= glow.x;
-        // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+    // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
     haze_glow = pow(haze_glow, glow.z);
-        // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+    // glow.z should be negative, so we're doing a sort of (1 / "angle") function
 
     // Add "minimum anti-solar illumination"
     // For sun, add to glow.  For moon, remove glow entirely. SL-13768
     haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
 
     // Haze color above cloud
-    vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)
-               + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); 
+    vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) 
+               + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);
 
     // Final atmosphere additive
     color *= (1. - combined_haze);
 
     // Increase ambient when there are more clouds
     // TODO 9/20: DJH what does this do?  max(0,(1-ambient)) will change the color
-    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; 
+    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
 
     // Dim sunlight by cloud shadow percentage
     sunlight *= max(0.0, (1. - cloud_shadow));
 
     // Haze color below cloud
-    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
+    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) 
                          + haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
-    
+
     // Attenuate cloud color by atmosphere
-    combined_haze = sqrt(combined_haze);    //less atmos opacity (more transparency) below clouds
+    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
 
     // At horizon, blend high altitude sky color towards the darker color below the clouds
     color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
-    
+
     float optic_d = dot(rel_pos_norm, lightnorm.xyz);
-    vec3 halo_22 = halo22(optic_d);
+    vec3  halo_22 = halo22(optic_d);
     color.rgb += rainbow(optic_d);
     color.rgb += halo_22;
     color.rgb *= 2.;
@@ -175,7 +180,6 @@ void main()
 
     // Gamma correct for WL (soft clip effect).
     frag_data[0] = vec4(color.rgb, 1.0);
-    frag_data[1] = vec4(0.0,0.0,0.0,0.0);
-    frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
+    frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0);
+    frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0);  // 1.0 in norm.w masks off fog
 }
-
-- 
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