Reformat all the things. Have fun with merge conflicts.

This commit is contained in:
Pierre Bourdon
2016-06-24 10:43:46 +02:00
parent 2115e8a4a6
commit 3570c7f03a
1116 changed files with 187405 additions and 180344 deletions

View File

@ -16,30 +16,29 @@
namespace OGL
{
class OpenGLPostProcessing : public PostProcessingShaderImplementation
{
public:
OpenGLPostProcessing();
~OpenGLPostProcessing();
OpenGLPostProcessing();
~OpenGLPostProcessing();
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height, int layer) override;
void ApplyShader() override;
void BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture, int src_width,
int src_height, int layer) override;
void ApplyShader() override;
private:
bool m_initialized;
SHADER m_shader;
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
GLuint m_uniform_layer;
std::string m_glsl_header;
bool m_initialized;
SHADER m_shader;
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
GLuint m_uniform_layer;
std::string m_glsl_header;
std::unordered_map<std::string, GLuint> m_uniform_bindings;
std::unordered_map<std::string, GLuint> m_uniform_bindings;
void CreateHeader();
std::string LoadShaderOptions(const std::string& code);
void CreateHeader();
std::string LoadShaderOptions(const std::string& code);
};
} // namespace