chore: format shaders

This commit is contained in:
2026-04-11 15:57:09 +02:00
parent fd5ef6753b
commit 1258ea8f61
2 changed files with 18 additions and 22 deletions

View File

@@ -9,8 +9,7 @@ uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;

View File

@@ -25,9 +25,7 @@ float getShapeInfluence(vec2 pos) {
vec2 uv = pos / resolution;
uv.y = 1.0 - uv.y;
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) {
return 0.0;
}
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) return 0.0;
float signedDistance = texture(distanceFieldTex, uv).r * 255.0 - 128.0;
@@ -47,8 +45,7 @@ float getShapeInfluence(vec2 pos) {
return isInside * insideInfluence + isOutside * outsideInfluence;
}
void main()
{
void main() {
vec2 pixelPos = fragTexCoord * resolution;
float ballValue = getBallInfluence(pixelPos, mousePos, ballRadius);