diff --git a/tests/test-shader.c b/tests/test-shader.c index 67916120e..6a3dab1f9 100644 --- a/tests/test-shader.c +++ b/tests/test-shader.c @@ -21,16 +21,17 @@ typedef struct * sample shaders */ -/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already initialized, - * from a sampler2DRect in a variable tex. +/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already + * initialized, from a sampler2DRect in a variable tex. */ #define FRAGMENT_SHADER_BEGIN \ "uniform sampler2DRect tex;" \ "void main (){" \ " vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));" -/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly blended - * with the gl specified color (makes the opacity of actors work correctly). +/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly + * blended with the gl specified color (makes the opacity of actors work + * correctly). */ #define FRAGMENT_SHADER_END \ " gl_FragColor = color;" \ @@ -42,7 +43,8 @@ static ShaderSource shaders[]= {"brightness-contrast", "uniform float brightness, contrast;" FRAGMENT_SHADER_BEGIN - " color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);" + " color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + " + "vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);" FRAGMENT_SHADER_END }, @@ -153,12 +155,13 @@ button_release_cb (ClutterActor *actor, shader = clutter_shader_new (); error = NULL; - g_object_set (G_OBJECT (shader), "fragment-source", shaders[shader_no].source, NULL); + g_object_set (G_OBJECT (shader), + "fragment-source", shaders[shader_no].source, NULL); /* try to bind the shader, provoking an error we catch if there is issues - * with the shader sources we've provided. At a later stage it should be possible to - * iterate through a set of alternate shader sources (glsl -> asm -> cg?) and the one - * that succesfully compiles is used. + * with the shader sources we've provided. At a later stage it should be + * possible to iterate through a set of alternate shader sources (glsl -> + * asm -> cg?) and the one that succesfully compiles is used. */ clutter_shader_bind (shader, &error);