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author | Leonardo Sobral Cunha <leo.cunha@nokia.com> | 2009-04-28 13:41:50 (GMT) |
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committer | Leonardo Sobral Cunha <leo.cunha@nokia.com> | 2009-04-28 13:57:15 (GMT) |
commit | 98bdb5705119fd71c5de66fb413bfba2257835d3 (patch) | |
tree | 0e1be87e7ee21c597fd21c2e9a4b9db795fa8238 /src/declarative/opengl/glbasicshaders.cpp | |
parent | 1fd67315f52dd59667d940057d97f6f7a5ec20d0 (diff) | |
download | Qt-98bdb5705119fd71c5de66fb413bfba2257835d3.zip Qt-98bdb5705119fd71c5de66fb413bfba2257835d3.tar.gz Qt-98bdb5705119fd71c5de66fb413bfba2257835d3.tar.bz2 |
Coding style refactor, changing 'if(' and 'for(' to 'if (' and 'for ('
Diffstat (limited to 'src/declarative/opengl/glbasicshaders.cpp')
-rw-r--r-- | src/declarative/opengl/glbasicshaders.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/declarative/opengl/glbasicshaders.cpp b/src/declarative/opengl/glbasicshaders.cpp index e95e53f..f546c0b 100644 --- a/src/declarative/opengl/glbasicshaders.cpp +++ b/src/declarative/opengl/glbasicshaders.cpp @@ -127,7 +127,7 @@ BlurTextureShader::BlurTextureShader() {\ mediump vec4 accum = vec4(0, 0, 0, 0); \ mediump vec2 offset; \ - if(horizontal) \ + if (horizontal) \ offset = vec2(blurStep, 0); \ else \ offset = vec2(0, blurStep); \ @@ -150,22 +150,22 @@ BlurTextureShader::BlurTextureShader() {\ mediump vec4 accum = vec4(0, 0, 0, 0); \ mediump vec2 offset; \ - if(horizontal) \ + if (horizontal) \ offset = vec2(blurStep, 0); \ else \ offset = vec2(0, blurStep); \ mediump float sum = 0.0; \ - for(int ii = 0; ii < blurSteps; ++ii) { \ + for (int ii = 0; ii < blurSteps; ++ii) { \ mediump float frac = float(blurSteps - ii) / float(blurSteps); \ mediump vec2 coord = myTexCoord + -float(ii) * offset; \ - if(coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \ + if (coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \ accum += texture2D(sampler2d, coord) * frac; \ sum += frac; \ } \ - for(int ii = 1; ii < blurSteps; ++ii) { \ + for (int ii = 1; ii < blurSteps; ++ii) { \ mediump float frac = float(blurSteps - ii) / float(blurSteps); \ mediump vec2 coord = myTexCoord + float(ii) * offset; \ - if(coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \ + if (coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \ accum += texture2D(sampler2d, coord) * frac; \ sum += frac; \ } \ @@ -207,7 +207,7 @@ void BlurTextureShader::setSteps(int s) void BlurTextureShader::setMode(Mode m) { - if(m == Horizontal) + if (m == Horizontal) setUniformValue(mode, 1); else setUniformValue(mode, 0); @@ -545,49 +545,49 @@ GLBasicShaders::~GLBasicShaders() BlurTextureShader *GLBasicShaders::blurTexture() { - if(!d->blurTexture) d->blurTexture = new BlurTextureShader(); + if (!d->blurTexture) d->blurTexture = new BlurTextureShader(); return d->blurTexture; } SingleTextureShader *GLBasicShaders::singleTexture() { - if(!d->singleTexture) d->singleTexture = new SingleTextureShader(); + if (!d->singleTexture) d->singleTexture = new SingleTextureShader(); return d->singleTexture; } SingleTextureOpacityShader *GLBasicShaders::singleTextureOpacity() { - if(!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader(); + if (!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader(); return d->singleTextureOpacity; } DualTextureAddShader *GLBasicShaders::dualTextureAdd() { - if(!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader(); + if (!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader(); return d->dualTextureAdd; } SingleTextureVertexOpacityShader *GLBasicShaders::singleTextureVertexOpacity() { - if(!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader(); + if (!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader(); return d->singleTextureVertexOpacity; } SingleTextureShadowShader *GLBasicShaders::singleTextureShadow() { - if(!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader(); + if (!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader(); return d->singleTextureShadow; } ConstantColorShader *GLBasicShaders::constantColor() { - if(!d->constantColor) d->constantColor = new ConstantColorShader(); + if (!d->constantColor) d->constantColor = new ConstantColorShader(); return d->constantColor; } ColorShader *GLBasicShaders::color() { - if(!d->color) d->color = new ColorShader(); + if (!d->color) d->color = new ColorShader(); return d->color; } |