[Scummvm-git-logs] scummvm master -> a1da2c22b1296cf967d4b1676d0dcc3f137ff2ad

aquadran noreply at scummvm.org
Mon Jun 6 06:43:01 UTC 2022


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
a1da2c22b1 GRIM: Janitorial


Commit: a1da2c22b1296cf967d4b1676d0dcc3f137ff2ad
    https://github.com/scummvm/scummvm/commit/a1da2c22b1296cf967d4b1676d0dcc3f137ff2ad
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2022-06-06T08:42:54+02:00

Commit Message:
GRIM: Janitorial

Changed paths:
    engines/grim/shaders/emi_actor.fragment
    engines/grim/shaders/emi_actor.vertex
    engines/grim/shaders/emi_actorlights.fragment
    engines/grim/shaders/emi_actorlights.vertex
    engines/grim/shaders/emi_background.fragment
    engines/grim/shaders/emi_background.vertex
    engines/grim/shaders/emi_dimplane.fragment
    engines/grim/shaders/emi_dimplane.vertex
    engines/grim/shaders/emi_sprite.fragment
    engines/grim/shaders/emi_sprite.vertex
    engines/grim/shaders/grim_actor.fragment
    engines/grim/shaders/grim_actor.vertex
    engines/grim/shaders/grim_actorlights.fragment
    engines/grim/shaders/grim_actorlights.vertex
    engines/grim/shaders/grim_background.fragment
    engines/grim/shaders/grim_background.vertex
    engines/grim/shaders/grim_dim.fragment
    engines/grim/shaders/grim_dim.vertex
    engines/grim/shaders/grim_emerg.fragment
    engines/grim/shaders/grim_emerg.vertex
    engines/grim/shaders/grim_primitive.fragment
    engines/grim/shaders/grim_primitive.vertex
    engines/grim/shaders/grim_shadowplane.fragment
    engines/grim/shaders/grim_shadowplane.vertex
    engines/grim/shaders/grim_smush.fragment
    engines/grim/shaders/grim_smush.vertex
    engines/grim/shaders/grim_text.fragment
    engines/grim/shaders/grim_text.vertex


diff --git a/engines/grim/shaders/emi_actor.fragment b/engines/grim/shaders/emi_actor.fragment
index fff000875db..fc106bfe212 100644
--- a/engines/grim/shaders/emi_actor.fragment
+++ b/engines/grim/shaders/emi_actor.fragment
@@ -8,8 +8,7 @@ uniform float meshAlpha;
 
 OUTPUT
 
-void main()
-{
+void main() {
 	outColor = Color;
 	if (UBOOL_TEST(textured)) {
 		vec4 texColor = texture(tex, Texcoord);
diff --git a/engines/grim/shaders/emi_actor.vertex b/engines/grim/shaders/emi_actor.vertex
index 857a4a12ea1..450149288f6 100644
--- a/engines/grim/shaders/emi_actor.vertex
+++ b/engines/grim/shaders/emi_actor.vertex
@@ -26,8 +26,7 @@ uniform shadow_info shadow;
 out vec2 Texcoord;
 out vec4 Color;
 
-void main()
-{
+void main() {
 	vec4 pos = vec4(position, 1.0);
 	pos = modelMatrix * pos;
 
diff --git a/engines/grim/shaders/emi_actorlights.fragment b/engines/grim/shaders/emi_actorlights.fragment
index fff000875db..fc106bfe212 100644
--- a/engines/grim/shaders/emi_actorlights.fragment
+++ b/engines/grim/shaders/emi_actorlights.fragment
@@ -8,8 +8,7 @@ uniform float meshAlpha;
 
 OUTPUT
 
-void main()
-{
+void main() {
 	outColor = Color;
 	if (UBOOL_TEST(textured)) {
 		vec4 texColor = texture(tex, Texcoord);
diff --git a/engines/grim/shaders/emi_actorlights.vertex b/engines/grim/shaders/emi_actorlights.vertex
index 22a9dc41e29..156c7f261c8 100644
--- a/engines/grim/shaders/emi_actorlights.vertex
+++ b/engines/grim/shaders/emi_actorlights.vertex
@@ -33,8 +33,7 @@ uniform shadow_info shadow;
 out vec2 Texcoord;
 out vec4 Color;
 
-void main()
-{
+void main() {
 	vec4 pos = vec4(position, 1.0);
 	pos = modelMatrix * pos;
 
diff --git a/engines/grim/shaders/emi_background.fragment b/engines/grim/shaders/emi_background.fragment
index 0e4ee321903..ac293f3685d 100644
--- a/engines/grim/shaders/emi_background.fragment
+++ b/engines/grim/shaders/emi_background.fragment
@@ -4,7 +4,6 @@ OUTPUT
 
 uniform sampler2D tex;
 
-void main()
-{
-	    outColor = texture(tex, Texcoord);
+void main() {
+	outColor = texture(tex, Texcoord);
 }
diff --git a/engines/grim/shaders/emi_background.vertex b/engines/grim/shaders/emi_background.vertex
index a6d16e7397b..fbc0118e50d 100644
--- a/engines/grim/shaders/emi_background.vertex
+++ b/engines/grim/shaders/emi_background.vertex
@@ -3,8 +3,7 @@ in vec2 texcoord;
 
 out vec2 Texcoord;
 
-void main()
-{
+void main() {
 	Texcoord = texcoord;
 	gl_Position = vec4(position, 0.0, 1.0);
 }
diff --git a/engines/grim/shaders/emi_dimplane.fragment b/engines/grim/shaders/emi_dimplane.fragment
index d25a66d3de1..a4862d22e10 100644
--- a/engines/grim/shaders/emi_dimplane.fragment
+++ b/engines/grim/shaders/emi_dimplane.fragment
@@ -2,7 +2,6 @@ OUTPUT
 
 uniform float dim;
 
-void main()
-{
+void main() {
 	outColor = vec4(0.0, 0.0, 0.0, dim);
 }
diff --git a/engines/grim/shaders/emi_dimplane.vertex b/engines/grim/shaders/emi_dimplane.vertex
index 814ff806ffa..404e6d60d15 100644
--- a/engines/grim/shaders/emi_dimplane.vertex
+++ b/engines/grim/shaders/emi_dimplane.vertex
@@ -1,7 +1,6 @@
 in vec2 position;
 
-void main()
-{
+void main() {
 	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
 	vec2 pos = position;
 	pos.x = pos.x * 2.0 - 1.0;
diff --git a/engines/grim/shaders/emi_sprite.fragment b/engines/grim/shaders/emi_sprite.fragment
index fff000875db..fc106bfe212 100644
--- a/engines/grim/shaders/emi_sprite.fragment
+++ b/engines/grim/shaders/emi_sprite.fragment
@@ -8,8 +8,7 @@ uniform float meshAlpha;
 
 OUTPUT
 
-void main()
-{
+void main() {
 	outColor = Color;
 	if (UBOOL_TEST(textured)) {
 		vec4 texColor = texture(tex, Texcoord);
diff --git a/engines/grim/shaders/emi_sprite.vertex b/engines/grim/shaders/emi_sprite.vertex
index 08d813727e6..0f6eb090444 100644
--- a/engines/grim/shaders/emi_sprite.vertex
+++ b/engines/grim/shaders/emi_sprite.vertex
@@ -26,8 +26,7 @@ uniform shadow_info shadow;
 out vec2 Texcoord;
 out vec4 Color;
 
-void main()
-{
+void main() {
 	vec4 pos = vec4(position, 1.0);
 	vec4 offset = modelMatrix * vec4(0.0, 0.0, 0.0, 1.0);
 	offset -= vec4(cameraPos * offset.w, 0.0);
diff --git a/engines/grim/shaders/grim_actor.fragment b/engines/grim/shaders/grim_actor.fragment
index 1be9ee2fbff..da120ba5a86 100644
--- a/engines/grim/shaders/grim_actor.fragment
+++ b/engines/grim/shaders/grim_actor.fragment
@@ -9,23 +9,12 @@ uniform vec2 texcropZBuf;
 uniform vec2 screenSize;
 uniform float alphaRef;
 
-//#define SGSPLUS_FIX
-#ifndef SGSPLUS_FIX
 const float offsetY = 0.0;
-#else
-// fix for bugged Samsung Galaxy S plus driver
-const float offsetY = 32.0;
-#endif
 
 OUTPUT
 
-void checkZBuffer()
-{
-#ifndef SGSPLUS_FIX
-	vec2 zCoord = vec2((gl_FragCoord.x-0.5)/screenSize.x, 1.0-(gl_FragCoord.y-offsetY-0.5)/screenSize.y);
-#else
-	vec2 zCoord = vec2((gl_FragCoord.x-0.5)/screenSize.x, (gl_FragCoord.y-offsetY-0.5)/screenSize.y);
-#endif
+void checkZBuffer() {
+	vec2 zCoord = vec2((gl_FragCoord.x - 0.5) / screenSize.x, 1.0 - (gl_FragCoord.y - offsetY - 0.5) / screenSize.y);
 	vec2 sampled = texture(texZBuf, zCoord * texcropZBuf).ra;
 	float sceneZ = sampled.y + sampled.x / 256.0;
 
@@ -33,8 +22,7 @@ void checkZBuffer()
 		discard;
 }
 
-void main()
-{
+void main() {
 	if (UBOOL_TEST(hasZBuffer))
 		checkZBuffer();
 	outColor = Color;
diff --git a/engines/grim/shaders/grim_actor.vertex b/engines/grim/shaders/grim_actor.vertex
index da963f1eef1..5b6b37b6a3c 100644
--- a/engines/grim/shaders/grim_actor.vertex
+++ b/engines/grim/shaders/grim_actor.vertex
@@ -28,8 +28,7 @@ uniform shadow_info shadow;
 out vec2 Texcoord;
 out vec4 Color;
 
-void main()
-{
+void main() {
 	vec4 pos = modelMatrix * extraMatrix * vec4(position, 1.0);
 
 	// See http://en.wikipedia.org/wiki/Line-plane_intersection
@@ -55,5 +54,4 @@ void main()
 	} else {
 		Texcoord = vec2(0.0, 0.0);
 	}
-
 }
diff --git a/engines/grim/shaders/grim_actorlights.fragment b/engines/grim/shaders/grim_actorlights.fragment
index 1be9ee2fbff..da120ba5a86 100644
--- a/engines/grim/shaders/grim_actorlights.fragment
+++ b/engines/grim/shaders/grim_actorlights.fragment
@@ -9,23 +9,12 @@ uniform vec2 texcropZBuf;
 uniform vec2 screenSize;
 uniform float alphaRef;
 
-//#define SGSPLUS_FIX
-#ifndef SGSPLUS_FIX
 const float offsetY = 0.0;
-#else
-// fix for bugged Samsung Galaxy S plus driver
-const float offsetY = 32.0;
-#endif
 
 OUTPUT
 
-void checkZBuffer()
-{
-#ifndef SGSPLUS_FIX
-	vec2 zCoord = vec2((gl_FragCoord.x-0.5)/screenSize.x, 1.0-(gl_FragCoord.y-offsetY-0.5)/screenSize.y);
-#else
-	vec2 zCoord = vec2((gl_FragCoord.x-0.5)/screenSize.x, (gl_FragCoord.y-offsetY-0.5)/screenSize.y);
-#endif
+void checkZBuffer() {
+	vec2 zCoord = vec2((gl_FragCoord.x - 0.5) / screenSize.x, 1.0 - (gl_FragCoord.y - offsetY - 0.5) / screenSize.y);
 	vec2 sampled = texture(texZBuf, zCoord * texcropZBuf).ra;
 	float sceneZ = sampled.y + sampled.x / 256.0;
 
@@ -33,8 +22,7 @@ void checkZBuffer()
 		discard;
 }
 
-void main()
-{
+void main() {
 	if (UBOOL_TEST(hasZBuffer))
 		checkZBuffer();
 	outColor = Color;
diff --git a/engines/grim/shaders/grim_actorlights.vertex b/engines/grim/shaders/grim_actorlights.vertex
index d6bf95f62a7..0dfb4dd9115 100644
--- a/engines/grim/shaders/grim_actorlights.vertex
+++ b/engines/grim/shaders/grim_actorlights.vertex
@@ -34,8 +34,7 @@ uniform shadow_info shadow;
 out vec2 Texcoord;
 out vec4 Color;
 
-void main()
-{
+void main() {
 	vec4 pos = modelMatrix * extraMatrix * vec4(position, 1.0);
 
 	// See http://en.wikipedia.org/wiki/Line-plane_intersection
diff --git a/engines/grim/shaders/grim_background.fragment b/engines/grim/shaders/grim_background.fragment
index 6f946a6cb73..ac293f3685d 100644
--- a/engines/grim/shaders/grim_background.fragment
+++ b/engines/grim/shaders/grim_background.fragment
@@ -4,7 +4,6 @@ OUTPUT
 
 uniform sampler2D tex;
 
-void main()
-{
+void main() {
 	outColor = texture(tex, Texcoord);
 }
diff --git a/engines/grim/shaders/grim_background.vertex b/engines/grim/shaders/grim_background.vertex
index a7ceb36c546..6212a3ea60c 100644
--- a/engines/grim/shaders/grim_background.vertex
+++ b/engines/grim/shaders/grim_background.vertex
@@ -7,8 +7,7 @@ uniform vec2 sizeWH;
 
 out vec2 Texcoord;
 
-void main()
-{
+void main() {
 	Texcoord = texcoord * texcrop;
 	// Coordinates are [0.0;1.0], transform [-1.0; 1.0] and flip Y
 	vec2 pos = offsetXY + position * sizeWH;
diff --git a/engines/grim/shaders/grim_dim.fragment b/engines/grim/shaders/grim_dim.fragment
index e5868cd4f5c..9a0f318a136 100644
--- a/engines/grim/shaders/grim_dim.fragment
+++ b/engines/grim/shaders/grim_dim.fragment
@@ -4,8 +4,7 @@ OUTPUT
 
 uniform sampler2D tex;
 
-void main()
-{
+void main() {
 	vec4 c = texture(tex, Texcoord);
 
 	float val = (c.r + c.g + c.b) / 10.0;
diff --git a/engines/grim/shaders/grim_dim.vertex b/engines/grim/shaders/grim_dim.vertex
index 25ff08a6c86..d7a59063d13 100644
--- a/engines/grim/shaders/grim_dim.vertex
+++ b/engines/grim/shaders/grim_dim.vertex
@@ -5,8 +5,7 @@ uniform vec2 scaleWH;
 
 out vec2 Texcoord;
 
-void main()
-{
+void main() {
 	Texcoord = texcoord;
 	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
 	vec2 pos = position * scaleWH;
diff --git a/engines/grim/shaders/grim_emerg.fragment b/engines/grim/shaders/grim_emerg.fragment
index 84e11121a2d..ca98b38b1a0 100644
--- a/engines/grim/shaders/grim_emerg.fragment
+++ b/engines/grim/shaders/grim_emerg.fragment
@@ -5,7 +5,6 @@ OUTPUT
 uniform sampler2D tex;
 uniform vec3 color;
 
-void main()
-{
-	    outColor = vec4(color, texture(tex, Texcoord).a);
+void main() {
+	outColor = vec4(color, texture(tex, Texcoord).a);
 }
diff --git a/engines/grim/shaders/grim_emerg.vertex b/engines/grim/shaders/grim_emerg.vertex
index 088bd2a8915..268c1635e92 100644
--- a/engines/grim/shaders/grim_emerg.vertex
+++ b/engines/grim/shaders/grim_emerg.vertex
@@ -9,8 +9,7 @@ uniform vec2 texScale;
 
 out vec2 Texcoord;
 
-void main()
-{
+void main() {
 	vec2 tex = texcoord;
 	tex.y = 1.0 - tex.y;
 	tex *= texScale;
diff --git a/engines/grim/shaders/grim_primitive.fragment b/engines/grim/shaders/grim_primitive.fragment
index 62697e41437..b02d19c85e6 100644
--- a/engines/grim/shaders/grim_primitive.fragment
+++ b/engines/grim/shaders/grim_primitive.fragment
@@ -2,7 +2,6 @@ OUTPUT
 
 uniform vec3 color;
 
-void main()
-{
+void main() {
 	outColor = vec4(color, 1.0);
 }
diff --git a/engines/grim/shaders/grim_primitive.vertex b/engines/grim/shaders/grim_primitive.vertex
index c384bd5e261..d3276d5a5f9 100644
--- a/engines/grim/shaders/grim_primitive.vertex
+++ b/engines/grim/shaders/grim_primitive.vertex
@@ -2,8 +2,7 @@ in vec2 position;
 
 uniform vec2 scaleWH;
 
-void main()
-{
+void main() {
 	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
 	vec2 pos = position * scaleWH;
 	pos.x = pos.x * 2.0 - 1.0;
diff --git a/engines/grim/shaders/grim_shadowplane.fragment b/engines/grim/shaders/grim_shadowplane.fragment
index 80b47fe2c5a..7fe06a74c3b 100644
--- a/engines/grim/shaders/grim_shadowplane.fragment
+++ b/engines/grim/shaders/grim_shadowplane.fragment
@@ -1,6 +1,5 @@
 OUTPUT
 
-void main()
-{
+void main() {
 	outColor = vec4(1.0, 1.0, 1.0, 1.0);
 }
diff --git a/engines/grim/shaders/grim_shadowplane.vertex b/engines/grim/shaders/grim_shadowplane.vertex
index 66618f68884..263b96034d2 100644
--- a/engines/grim/shaders/grim_shadowplane.vertex
+++ b/engines/grim/shaders/grim_shadowplane.vertex
@@ -3,8 +3,7 @@ in vec3 position;
 uniform highp mat4 projMatrix;
 uniform highp mat4 viewMatrix;
 
-void main()
-{
+void main() {
 	vec4 pos = vec4(position, 1.0);
 	gl_Position = projMatrix * viewMatrix * pos;
 }
diff --git a/engines/grim/shaders/grim_smush.fragment b/engines/grim/shaders/grim_smush.fragment
index e55e9bf8b4b..e08b02880c9 100644
--- a/engines/grim/shaders/grim_smush.fragment
+++ b/engines/grim/shaders/grim_smush.fragment
@@ -6,10 +6,13 @@ uniform sampler2D tex;
 uniform UBOOL swap;
 uniform UBOOL swizzle;
 
-void main()
-{
+void main() {
 	vec4 color = texture(tex, Texcoord);
-	if (UBOOL_TEST(swap)) color.rgba = color.abgr;
-	if (UBOOL_TEST(swizzle)) color.rgba = color.bgra;
+	if (UBOOL_TEST(swap)) {
+		color.rgba = color.abgr;
+	}
+	if (UBOOL_TEST(swizzle)) {
+		color.rgba = color.bgra;
+	}
 	outColor = vec4(color.rgb, 1.0);
 }
diff --git a/engines/grim/shaders/grim_smush.vertex b/engines/grim/shaders/grim_smush.vertex
index f40719ba8fa..b16954a5588 100644
--- a/engines/grim/shaders/grim_smush.vertex
+++ b/engines/grim/shaders/grim_smush.vertex
@@ -7,8 +7,7 @@ uniform vec2 texcrop;
 
 out vec2 Texcoord;
 
-void main()
-{
+void main() {
 	Texcoord = texcoord * texcrop;
 
 	vec2 pos = scale * position + offset;
diff --git a/engines/grim/shaders/grim_text.fragment b/engines/grim/shaders/grim_text.fragment
index b1e2b06b746..6e866174192 100644
--- a/engines/grim/shaders/grim_text.fragment
+++ b/engines/grim/shaders/grim_text.fragment
@@ -5,7 +5,6 @@ OUTPUT
 uniform sampler2D tex;
 uniform vec3 color;
 
-void main()
-{
+void main() {
 	outColor = texture(tex, Texcoord) * vec4(color, 1.0);
 }
diff --git a/engines/grim/shaders/grim_text.vertex b/engines/grim/shaders/grim_text.vertex
index 117ba58043d..dbb4548fd9d 100644
--- a/engines/grim/shaders/grim_text.vertex
+++ b/engines/grim/shaders/grim_text.vertex
@@ -3,8 +3,7 @@ in vec2 texcoord;
 
 out vec2 Texcoord;
 
-void main()
-{
+void main() {
 	Texcoord = texcoord;
 
 	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]




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