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-rw-r--r--src/declarative/opengl/glbasicshaders.cpp30
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;
}