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-rw-r--r--src/effects/gaussian_blur_effect.h4
-rw-r--r--src/effects/particle_spray_effect.h2
-rw-r--r--src/effects/particles_effect.h2
-rw-r--r--src/effects/sdf_test_effect.cc4
4 files changed, 6 insertions, 6 deletions
diff --git a/src/effects/gaussian_blur_effect.h b/src/effects/gaussian_blur_effect.h
index 651c5c3..bf1062f 100644
--- a/src/effects/gaussian_blur_effect.h
+++ b/src/effects/gaussian_blur_effect.h
@@ -8,9 +8,9 @@
// Parameters for GaussianBlurEffect (set at construction time)
struct GaussianBlurParams {
- float strength = 1.0f; // Default
+ float strength = 1.0f; // Default
float strength_audio = 0.5f; // how much to pulse with audio
- float stretch = 1.f; // y/x axis ratio
+ float stretch = 1.f; // y/x axis ratio
float _pad = 0.;
};
static_assert(sizeof(GaussianBlurParams) == 16,
diff --git a/src/effects/particle_spray_effect.h b/src/effects/particle_spray_effect.h
index c83d691..216e13f 100644
--- a/src/effects/particle_spray_effect.h
+++ b/src/effects/particle_spray_effect.h
@@ -3,8 +3,8 @@
#pragma once
-#include "gpu/effect.h"
#include "effects/particle_defs.h"
+#include "gpu/effect.h"
class ParticleSprayEffect : public Effect {
public:
diff --git a/src/effects/particles_effect.h b/src/effects/particles_effect.h
index 6d46ea2..a69039f 100644
--- a/src/effects/particles_effect.h
+++ b/src/effects/particles_effect.h
@@ -3,8 +3,8 @@
#pragma once
-#include "gpu/effect.h"
#include "effects/particle_defs.h"
+#include "gpu/effect.h"
class ParticlesEffect : public Effect {
public:
diff --git a/src/effects/sdf_test_effect.cc b/src/effects/sdf_test_effect.cc
index 28b3513..264809f 100644
--- a/src/effects/sdf_test_effect.cc
+++ b/src/effects/sdf_test_effect.cc
@@ -9,8 +9,8 @@ SDFTestEffect::SDFTestEffect(const GpuContext& ctx) : SDFEffect(ctx) {
ResourceBinding bindings[] = {
{uniforms_.get(), WGPUBufferBindingType_Uniform},
{camera_params_.get(), WGPUBufferBindingType_Uniform}};
- pass_ = gpu_create_render_pass(ctx_.device, ctx_.format,
- sdf_test_shader_wgsl, bindings, 2);
+ pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, sdf_test_shader_wgsl,
+ bindings, 2);
pass_.vertex_count = 3;
}