Cleanup: Make format
This commit is contained in:
@@ -916,23 +916,22 @@ static PyObject *pygpu_shader_info_push_constant(BPyGPUShaderCreateInfo *self,
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Py_RETURN_NONE;
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}
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PyDoc_STRVAR(
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pygpu_shader_info_vertex_source_doc,
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".. method:: vertex_source(source)\n"
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"\n"
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" Vertex shader source code written in GLSL.\n"
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"\n"
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" Example:\n"
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"\n"
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" .. code-block:: python\n"
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"\n"
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" \"void main {gl_Position = vec4(pos, 1.0);}\"\n"
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"\n"
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" :arg source: The vertex shader source code.\n"
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" :type source: str\n"
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"\n"
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" .. seealso:: `GLSL Cross Compilation "
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"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
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PyDoc_STRVAR(pygpu_shader_info_vertex_source_doc,
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".. method:: vertex_source(source)\n"
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"\n"
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" Vertex shader source code written in GLSL.\n"
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"\n"
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" Example:\n"
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"\n"
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" .. code-block:: python\n"
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"\n"
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" \"void main {gl_Position = vec4(pos, 1.0);}\"\n"
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"\n"
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" :arg source: The vertex shader source code.\n"
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" :type source: str\n"
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"\n"
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" .. seealso:: `GLSL Cross Compilation "
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"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
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static PyObject *pygpu_shader_info_vertex_source(BPyGPUShaderCreateInfo *self, PyObject *o)
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{
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const char *vertex_source = PyUnicode_AsUTF8(o);
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@@ -957,27 +956,26 @@ static PyObject *pygpu_shader_info_vertex_source(BPyGPUShaderCreateInfo *self, P
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Py_RETURN_NONE;
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}
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PyDoc_STRVAR(
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pygpu_shader_info_compute_source_doc,
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".. method:: compute_source(source)\n"
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"\n"
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" compute shader source code written in GLSL.\n"
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"\n"
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" Example:\n"
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"\n"
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" .. code-block:: python\n"
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"\n"
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" \"\"\"void main() {\n"
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" int2 index = int2(gl_GlobalInvocationID.xy);\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"
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" imageStore(img_output, index, color);\n"
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" }\"\"\"\n"
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"\n"
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" :arg source: The compute shader source code.\n"
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" :type source: str\n"
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"\n"
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" .. seealso:: `GLSL Cross Compilation "
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"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
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PyDoc_STRVAR(pygpu_shader_info_compute_source_doc,
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".. method:: compute_source(source)\n"
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"\n"
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" compute shader source code written in GLSL.\n"
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"\n"
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" Example:\n"
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"\n"
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" .. code-block:: python\n"
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"\n"
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" \"\"\"void main() {\n"
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" int2 index = int2(gl_GlobalInvocationID.xy);\n"
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" vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"
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" imageStore(img_output, index, color);\n"
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" }\"\"\"\n"
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"\n"
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" :arg source: The compute shader source code.\n"
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" :type source: str\n"
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"\n"
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" .. seealso:: `GLSL Cross Compilation "
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"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
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static PyObject *pygpu_shader_info_compute_source(BPyGPUShaderCreateInfo *self, PyObject *o)
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{
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const char *compute_source = PyUnicode_AsUTF8(o);
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@@ -1002,23 +1000,22 @@ static PyObject *pygpu_shader_info_compute_source(BPyGPUShaderCreateInfo *self,
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Py_RETURN_NONE;
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}
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PyDoc_STRVAR(
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pygpu_shader_info_fragment_source_doc,
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".. method:: fragment_source(source)\n"
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"\n"
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" Fragment shader source code written in GLSL.\n"
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"\n"
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" Example:\n"
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"\n"
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" .. code-block:: python\n"
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"\n"
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" \"void main {fragColor = vec4(0.0, 0.0, 0.0, 1.0);}\"\n"
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"\n"
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" :arg source: The fragment shader source code.\n"
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" :type source: str\n"
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"\n"
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" .. seealso:: `GLSL Cross Compilation "
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"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
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PyDoc_STRVAR(pygpu_shader_info_fragment_source_doc,
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".. method:: fragment_source(source)\n"
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"\n"
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" Fragment shader source code written in GLSL.\n"
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"\n"
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" Example:\n"
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"\n"
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" .. code-block:: python\n"
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"\n"
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" \"void main {fragColor = vec4(0.0, 0.0, 0.0, 1.0);}\"\n"
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"\n"
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" :arg source: The fragment shader source code.\n"
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" :type source: str\n"
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"\n"
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" .. seealso:: `GLSL Cross Compilation "
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"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
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static PyObject *pygpu_shader_info_fragment_source(BPyGPUShaderCreateInfo *self, PyObject *o)
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{
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const char *fragment_source = PyUnicode_AsUTF8(o);
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