Cleanup: glsl indentation
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@@ -10,10 +10,12 @@ flat in int faceActive;
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out vec4 FragColor;
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out vec4 FragColor;
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const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0),
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const mat4 stipple_matrix = mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0));
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vec4(0.0, 0.0, 0.0, 0.0)
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);
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void main()
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void main()
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{
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{
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@@ -69,10 +69,12 @@ const ivec3 clipPointIdx[6] = ivec3[6](
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ivec3(2, 1, 0)
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ivec3(2, 1, 0)
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);
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);
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const mat4 stipple_matrix = mat4(vec4(1.0, 0.0, 0.0, 0.0),
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const mat4 stipple_matrix = mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0));
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vec4(0.0, 0.0, 0.0, 0.0)
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);
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void colorDist(vec4 color, float dist)
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void colorDist(vec4 color, float dist)
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{
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{
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