Fix indentation

dev
Kristian Høgsberg 15 years ago
parent 2d6b7c118b
commit 67a21bdf56
  1. 150
      compositor.c

@ -804,81 +804,81 @@ static const char fragment_shader[] =
static int static int
init_shaders(struct wlsc_compositor *ec) init_shaders(struct wlsc_compositor *ec)
{ {
GLuint v, f, program; GLuint v, f, program;
const char *p; const char *p;
char msg[512]; char msg[512];
GLfloat vertices[4 * 5]; GLfloat vertices[4 * 5];
GLint status; GLint status;
p = vertex_shader; p = vertex_shader;
v = glCreateShader(GL_VERTEX_SHADER); v = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v, 1, &p, NULL); glShaderSource(v, 1, &p, NULL);
glCompileShader(v); glCompileShader(v);
glGetShaderiv(v, GL_COMPILE_STATUS, &status); glGetShaderiv(v, GL_COMPILE_STATUS, &status);
if (!status) { if (!status) {
glGetShaderInfoLog(v, sizeof msg, NULL, msg); glGetShaderInfoLog(v, sizeof msg, NULL, msg);
fprintf(stderr, "vertex shader info: %s\n", msg); fprintf(stderr, "vertex shader info: %s\n", msg);
return -1; return -1;
} }
p = fragment_shader; p = fragment_shader;
f = glCreateShader(GL_FRAGMENT_SHADER); f = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(f, 1, &p, NULL); glShaderSource(f, 1, &p, NULL);
glCompileShader(f); glCompileShader(f);
glGetShaderiv(f, GL_COMPILE_STATUS, &status); glGetShaderiv(f, GL_COMPILE_STATUS, &status);
if (!status) { if (!status) {
glGetShaderInfoLog(f, sizeof msg, NULL, msg); glGetShaderInfoLog(f, sizeof msg, NULL, msg);
fprintf(stderr, "fragment shader info: %s\n", msg); fprintf(stderr, "fragment shader info: %s\n", msg);
return -1; return -1;
} }
program = glCreateProgram(); program = glCreateProgram();
glAttachShader(program, v); glAttachShader(program, v);
glAttachShader(program, f); glAttachShader(program, f);
glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "texcoord"); glBindAttribLocation(program, 1, "texcoord");
glLinkProgram(program); glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status); glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) { if (!status) {
glGetProgramInfoLog(program, sizeof msg, NULL, msg); glGetProgramInfoLog(program, sizeof msg, NULL, msg);
fprintf(stderr, "link info: %s\n", msg); fprintf(stderr, "link info: %s\n", msg);
return -1; return -1;
} }
glUseProgram(program); glUseProgram(program);
ec->proj_uniform = glGetUniformLocation(program, "proj"); ec->proj_uniform = glGetUniformLocation(program, "proj");
ec->tex_uniform = glGetUniformLocation(program, "tex"); ec->tex_uniform = glGetUniformLocation(program, "tex");
vertices[ 0] = 0.0; vertices[ 0] = 0.0;
vertices[ 1] = 0.0; vertices[ 1] = 0.0;
vertices[ 2] = 0.0; vertices[ 2] = 0.0;
vertices[ 3] = 0.0; vertices[ 3] = 0.0;
vertices[ 4] = 0.0; vertices[ 4] = 0.0;
vertices[ 5] = 0.0; vertices[ 5] = 0.0;
vertices[ 6] = 1.0; vertices[ 6] = 1.0;
vertices[ 7] = 0.0; vertices[ 7] = 0.0;
vertices[ 8] = 0.0; vertices[ 8] = 0.0;
vertices[ 9] = 1.0; vertices[ 9] = 1.0;
vertices[10] = 1.0; vertices[10] = 1.0;
vertices[11] = 0.0; vertices[11] = 0.0;
vertices[12] = 0.0; vertices[12] = 0.0;
vertices[13] = 1.0; vertices[13] = 1.0;
vertices[14] = 0.0; vertices[14] = 0.0;
vertices[15] = 1.0; vertices[15] = 1.0;
vertices[16] = 1.0; vertices[16] = 1.0;
vertices[17] = 0.0; vertices[17] = 0.0;
vertices[18] = 1.0; vertices[18] = 1.0;
vertices[19] = 1.0; vertices[19] = 1.0;
glGenBuffers(1, &ec->vbo); glGenBuffers(1, &ec->vbo);
glBindBuffer(GL_ARRAY_BUFFER, ec->vbo); glBindBuffer(GL_ARRAY_BUFFER, ec->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW);
return 0; return 0;
} }
static const struct wl_interface visual_interface = { static const struct wl_interface visual_interface = {

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