mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 15:59:18 +02:00
reformat: use auto on certain types
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@@ -408,7 +408,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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int glsl_version = 130;
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sscanf(g_GlslVersionString, "#version %d", &glsl_version);
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const GLchar* vertex_shader_glsl_120 =
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auto vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n"
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"attribute vec2 Position;\n"
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"attribute vec2 UV;\n"
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@@ -422,7 +422,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_130 =
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auto vertex_shader_glsl_130 =
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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@@ -436,7 +436,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_300_es =
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auto vertex_shader_glsl_300_es =
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"precision mediump float;\n"
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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@@ -451,7 +451,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_410_core =
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auto vertex_shader_glsl_410_core =
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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@@ -465,7 +465,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_120 =
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auto fragment_shader_glsl_120 =
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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@@ -477,7 +477,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_130 =
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auto fragment_shader_glsl_130 =
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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@@ -487,7 +487,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" Out_Color = FBOUT(Frag_Color * texture(Texture, Frag_UV.st));\n"
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"}\n";
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const GLchar* fragment_shader_glsl_300_es =
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auto fragment_shader_glsl_300_es =
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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@@ -498,7 +498,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" Out_Color = FBOUT(Frag_Color * texture(Texture, Frag_UV.st));\n"
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"}\n";
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const GLchar* fragment_shader_glsl_410_core =
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auto fragment_shader_glsl_410_core =
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"uniform sampler2D Texture;\n"
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@@ -539,8 +539,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glCompileShader(g_VertHandle);
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CheckShader(g_VertHandle, "vertex shader");
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const GLchar* fbout_copy = "vec4 FBOUT(vec4 x) { return x; }\n";
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const GLchar* fbout_gamma = "vec4 FBOUT(vec4 x) { return vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a); }\n";
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auto fbout_copy = "vec4 FBOUT(vec4 x) { return x; }\n";
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auto fbout_gamma = "vec4 FBOUT(vec4 x) { return vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a); }\n";
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const GLchar* fragment_shader_with_version[3] = { g_GlslVersionString, Global.gfx_shadergamma ? fbout_gamma : fbout_copy, fragment_shader };
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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