From ff56b1811d2ba83095f1211d0948a499b77762f1 Mon Sep 17 00:00:00 2001
From: Lava Block <the@lava-block.com>
Date: Sat, 22 May 2021 13:01:43 +0200
Subject: [PATCH] formatting

---
 liblava/resource/format.cpp |  3 +-
 res/lamp/lamp.frag          | 61 +++++++++++++++++------------------
 res/lamp/lamp.vert          |  8 ++---
 res/light/data.inc          |  9 ++----
 res/light/gbuffer.frag      | 28 +++++++----------
 res/light/gbuffer.vert      | 24 +++++++-------
 res/light/lighting.frag     | 63 ++++++++++++++-----------------------
 res/light/lighting.vert     |  5 ++-
 res/spawn/spawn.frag        | 11 +++----
 res/spawn/spawn.vert        | 28 ++++++++---------
 res/tool/imgui/imgui.frag   |  7 ++---
 res/tool/imgui/imgui.vert   | 14 ++++-----
 res/triangle/triangle.frag  |  7 ++---
 res/triangle/triangle.vert  | 12 +++----
 14 files changed, 123 insertions(+), 157 deletions(-)

diff --git a/liblava/resource/format.cpp b/liblava/resource/format.cpp
index 37d936d9..b910c030 100644
--- a/liblava/resource/format.cpp
+++ b/liblava/resource/format.cpp
@@ -28,8 +28,7 @@ bool lava::format_depth_stencil(VkFormat format) {
     return format_depth(format) || format_stencil(format);
 }
 
-bool lava::format_srgb(VkFormat format)
-{
+bool lava::format_srgb(VkFormat format) {
     switch (format) {
     case VK_FORMAT_R8_SRGB:
     case VK_FORMAT_R8G8_SRGB:
diff --git a/res/lamp/lamp.frag b/res/lamp/lamp.frag
index 6c822e53..b5a44e02 100644
--- a/res/lamp/lamp.frag
+++ b/res/lamp/lamp.frag
@@ -2,12 +2,12 @@
 
 layout(location = 0) out vec4 fragColor;
 
-layout(push_constant) uniform uPushConstant
-{
+layout(push_constant) uniform uPushConstant {
     vec2 uResolution;
     vec2 uTimeDepth;
     vec4 uColor;
-} pc;
+}
+pc;
 
 // Barberella ... by Weyland Yutani, dedicated to Jane Fonda and Verner Panton
 // Based on Metatunnel by FRequency, really old, might not work on your gpu
@@ -17,40 +17,41 @@ layout(push_constant) uniform uPushConstant
 
 float h(vec3 q) // distance function
 {
-    float f=1.;
+    float f = 1.;
     // blobs
-    f*=distance(q,vec3(-sin(pc.uTimeDepth.x*.181)*.5,sin(pc.uTimeDepth.x*.253),1.));
-    f*=distance(q,vec3(-sin(pc.uTimeDepth.x*.252)*.5,sin(pc.uTimeDepth.x*.171),1.));
-    f*=distance(q,vec3(-sin(pc.uTimeDepth.x*.133)*.5,sin(pc.uTimeDepth.x*.283),1.));
-    f*=distance(q,vec3(-sin(pc.uTimeDepth.x*.264)*.5,sin(pc.uTimeDepth.x*.145),1.));
+    f *= distance(q, vec3(-sin(pc.uTimeDepth.x * 0.181) * 0.5, sin(pc.uTimeDepth.x * 0.253), 1.0));
+    f *= distance(q, vec3(-sin(pc.uTimeDepth.x * 0.252) * 0.5, sin(pc.uTimeDepth.x * 0.171), 1.0));
+    f *= distance(q, vec3(-sin(pc.uTimeDepth.x * 0.133) * 0.5, sin(pc.uTimeDepth.x * 0.283), 1.0));
+    f *= distance(q, vec3(-sin(pc.uTimeDepth.x * 0.264) * 0.5, sin(pc.uTimeDepth.x * 0.145), 1.0));
     // room
-    f*=(cos(q.y))*(cos(q.z)+1.)*(cos(q.x+cos(q.z*3.))+1.)-.21+cos(q.z*6.+pc.uTimeDepth.x/20.)*cos(q.x*5.)*cos(q.y*4.5)*.3;
+    f *= (cos(q.y)) * (cos(q.z) + 1.0) * (cos(q.x + cos(q.z * 3.0)) + 1.0) - 0.21 + cos(q.z * 6.0 + pc.uTimeDepth.x / 20.0) * cos(q.x * 5.0) * cos(q.y * 4.5) * 0.3;
     return f;
 }
 
-void main()
-{
-    vec2 p=-1.+2.*gl_FragCoord.xy / pc.uResolution.xy;
-    vec3 o=vec3(p.x,p.y*1.25-0.3,0.);
-    vec3 d=vec3(p.x+cos(pc.uTimeDepth.x/20.)*0.3,p.y,1.)/64.;
-    vec4 c=vec4(0.);
-    float t=0.;
-    for(int i=0;i<25;i++) // march
+void main() {
+    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / pc.uResolution.xy;
+    vec3 o = vec3(p.x, p.y * 1.25 - 0.3, 0.0);
+    vec3 d = vec3(p.x + cos(pc.uTimeDepth.x / 20.0) * 0.3, p.y, 1.0) / 64.0;
+    vec4 c = vec4(0.0);
+    float t = 0.0;
+    for (int i = 0; i < 25; ++i) // march
     {
-        if(h(o+d*t)<.4)
-        {
-            t-=5.;
-            for(int j=0;j<5;j++) { if(h(o+d*t)>.4) t+=1.; } // scatter
-            vec3 e=vec3(.01,.0,.0);
-            vec3 n=vec3(.0);
-            n.x=h(o+d*t)-h(vec3(o+d*t+e.xyy));
-            n.y=h(o+d*t)-h(vec3(o+d*t+e.yxy));
-            n.z=h(o+d*t)-h(vec3(o+d*t+e.yyx));
-            n=normalize(n);
-            c+=max(dot(vec3(.0,.0,-.15),n),.0)+max(dot(vec3(.0,-.15,.15),n),.0)*.155;
+        if (h(o + d * t) < 0.4) {
+            t -= 5.0;
+            for (int j = 0; j < 5; ++j) {
+                if (h(o + d * t) > 0.4)
+                    t += 1.;
+            } // scatter
+            vec3 e = vec3(0.01, 0.0, 0.0);
+            vec3 n = vec3(0.0);
+            n.x = h(o + d * t) - h(vec3(o + d * t + e.xyy));
+            n.y = h(o + d * t) - h(vec3(o + d * t + e.yxy));
+            n.z = h(o + d * t) - h(vec3(o + d * t + e.yyx));
+            n = normalize(n);
+            c += max(dot(vec3(0.0, 0.0, -0.15), n), 0.0) + max(dot(vec3(0.0, -0.15, 0.15), n), 0.0) * 0.155;
             break;
         }
-        t+=5.;
+        t += 5.0;
     }
-    fragColor=c+vec4(pc.uColor.r,pc.uColor.g,pc.uColor.b,pc.uColor.a)*(t*pc.uTimeDepth.y); // fleshtones
+    fragColor = c + vec4(pc.uColor.r, pc.uColor.g, pc.uColor.b, pc.uColor.a) * (t * pc.uTimeDepth.y); // fleshtones
 }
diff --git a/res/lamp/lamp.vert b/res/lamp/lamp.vert
index ec71a851..ac8146c1 100644
--- a/res/lamp/lamp.vert
+++ b/res/lamp/lamp.vert
@@ -1,12 +1,10 @@
 #version 450 core
 
-out gl_PerVertex
-{
+out gl_PerVertex {
     vec4 gl_Position;
 };
 
-void main()
-{
+void main() {
     vec2 outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
-    gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
+    gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
 }
diff --git a/res/light/data.inc b/res/light/data.inc
index a61b8bbb..d5379a76 100644
--- a/res/light/data.inc
+++ b/res/light/data.inc
@@ -1,5 +1,4 @@
-struct UboData
-{
+struct UboData {
     vec3 camPos;
     uint lightCount;
     mat4 view;
@@ -8,16 +7,14 @@ struct UboData
     uvec2 resolution;
 };
 
-struct PushConstantData
-{
+struct PushConstantData {
     mat4 model;
     vec3 color;
     float metallic;
     uint enableNormalMapping;
 };
 
-struct LightData
-{
+struct LightData {
     vec3 position;
     float radius;
     vec3 intensity;
diff --git a/res/light/gbuffer.frag b/res/light/gbuffer.frag
index 17904f11..86368138 100644
--- a/res/light/gbuffer.frag
+++ b/res/light/gbuffer.frag
@@ -3,26 +3,24 @@
 
 #include "data.inc"
 
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec2 inUV;
-layout (location = 2) in vec3 inNormal;
+layout(location = 0) in vec3 inPos;
+layout(location = 1) in vec2 inUV;
+layout(location = 2) in vec3 inNormal;
 
-layout(push_constant) uniform PushConstants
-{
+layout(push_constant) uniform PushConstants {
     PushConstantData pc;
 };
 
-layout (binding = 1) uniform sampler2D samplerNormal;
-layout (binding = 2) uniform sampler2D samplerRoughness;
+layout(binding = 1) uniform sampler2D samplerNormal;
+layout(binding = 2) uniform sampler2D samplerRoughness;
 
-layout (location = 0) out vec4 outAlbedo;
-layout (location = 1) out vec4 outNormal;
-layout (location = 2) out vec2 outMetallicRoughness;
+layout(location = 0) out vec4 outAlbedo;
+layout(location = 1) out vec4 outNormal;
+layout(location = 2) out vec2 outMetallicRoughness;
 
 // Schlüter 2013. Normal Mapping Without Precomputed Tangents.
 // http://www.thetenthplanet.de/archives/1180
-mat3 cotangentFrame(vec3 N, vec3 pos, vec2 uv)
-{
+mat3 cotangentFrame(vec3 N, vec3 pos, vec2 uv) {
     vec3 dPx = dFdx(pos);
     vec3 dPy = dFdy(pos);
     vec2 dTx = dFdx(uv);
@@ -39,11 +37,9 @@ mat3 cotangentFrame(vec3 N, vec3 pos, vec2 uv)
     return mat3(T * invmax, B * invmax, N);
 }
 
-void main()
-{
+void main() {
     vec3 normal = normalize(inNormal);
-    if(pc.enableNormalMapping != 0)
-    {
+    if (pc.enableNormalMapping != 0) {
         mat3 TBN = cotangentFrame(normal, inPos, inUV);
         vec3 tangentNormal = texture(samplerNormal, inUV).xyz * 2.0 - 1.0;
         normal = normalize(TBN * tangentNormal);
diff --git a/res/light/gbuffer.vert b/res/light/gbuffer.vert
index c1a53258..7916f9fd 100644
--- a/res/light/gbuffer.vert
+++ b/res/light/gbuffer.vert
@@ -3,32 +3,30 @@
 
 #include "data.inc"
 
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec2 inUV;
-layout (location = 2) in vec3 inNormal;
+layout(location = 0) in vec3 inPos;
+layout(location = 1) in vec2 inUV;
+layout(location = 2) in vec3 inNormal;
 
-layout(push_constant) uniform PushConstants
-{
+layout(push_constant) uniform PushConstants {
     PushConstantData pc;
 };
 
-layout (binding = 0) uniform Ubo
-{
+layout(binding = 0) uniform Ubo {
     UboData ubo;
 };
 
-layout (location = 0) out vec3 outPos;
-layout (location = 1) out vec2 outUV;
-layout (location = 2) out vec3 outNormal;
+layout(location = 0) out vec3 outPos;
+layout(location = 1) out vec2 outUV;
+layout(location = 2) out vec3 outNormal;
 
-void main()
-{
+void main() {
     outPos = vec3(pc.model * vec4(inPos, 1.0));
     outUV = inUV;
+
     outNormal = normalize(mat3(pc.model) * inNormal);
     // correctly render double-sided materials
     vec3 V = normalize(ubo.camPos - outPos);
-    if(dot(outNormal, V) < 0.0)
+    if (dot(outNormal, V) < 0.0)
         outNormal = -outNormal;
 
     gl_Position = ubo.projection * ubo.view * vec4(outPos, 1.0);
diff --git a/res/light/lighting.frag b/res/light/lighting.frag
index a6e800d0..54273367 100644
--- a/res/light/lighting.frag
+++ b/res/light/lighting.frag
@@ -3,18 +3,16 @@
 
 #include "data.inc"
 
-layout (binding = 0) uniform sampler2D samplerGbufferAlbedo;
-layout (binding = 1) uniform sampler2D samplerGbufferNormal;
-layout (binding = 2) uniform sampler2D samplerGbufferMetallicRoughness;
-layout (binding = 3) uniform sampler2D samplerGbufferDepth;
+layout(binding = 0) uniform sampler2D samplerGbufferAlbedo;
+layout(binding = 1) uniform sampler2D samplerGbufferNormal;
+layout(binding = 2) uniform sampler2D samplerGbufferMetallicRoughness;
+layout(binding = 3) uniform sampler2D samplerGbufferDepth;
 
-layout (binding = 4) uniform Ubo
-{
+layout(binding = 4) uniform Ubo {
     UboData ubo;
 };
 
-layout (binding = 5) restrict readonly buffer Sbo_Lights
-{
+layout(binding = 5) restrict readonly buffer Sbo_Lights {
     LightData lights[];
 };
 
@@ -28,8 +26,7 @@ layout(location = 0) out vec4 outFragColor;
 
 #define INV_PI 0.31831
 
-struct Material
-{
+struct Material {
     vec3 diffuse;
     vec3 f0;
     float a;
@@ -37,16 +34,14 @@ struct Material
 
 // Schlick approximation to Fresnel equation using F90 = 1
 // Schlick 1994. An Inexpensive BRDF Model for Physically based Rendering.
-vec3 F_Schlick(float VoH, vec3 F0)
-{
+vec3 F_Schlick(float VoH, vec3 F0) {
     float f = pow(1.0 - VoH, 5.0);
     return f + F0 * (1.0 - f);
 }
 
 // GGX Normal Distribution Function
 // Bruce Walter et al. 2007. Microfacet Models for Refraction through Rough Surfaces.
-float D_GGX(float NoH, float a)
-{
+float D_GGX(float NoH, float a) {
     a = NoH * a;
     float k = a / (1.0 - NoH * NoH + a * a);
     return k * k * INV_PI;
@@ -55,8 +50,7 @@ float D_GGX(float NoH, float a)
 // GGX Geometric Shadowing/Occlusion Function, based on Smith approach
 // height-correlated joint masking-shadowing function
 // Heitz 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs.
-float V_SmithGGXCorrelated(float NoV, float NoL, float a)
-{
+float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
     float a2 = a * a;
     float GGXV = NoL * sqrt(NoV * NoV * (1.0 - a2) + a2);
     float GGXL = NoV * sqrt(NoL * NoL * (1.0 - a2) + a2);
@@ -64,14 +58,12 @@ float V_SmithGGXCorrelated(float NoV, float NoL, float a)
 }
 
 // Lambertian diffuse BRDF
-vec3 diffuseBrdf(Material mat, float VoH)
-{
+vec3 diffuseBrdf(Material mat, float VoH) {
     vec3 F = F_Schlick(VoH, mat.f0);
     return (1.0 - F) * mat.diffuse * INV_PI;
 }
 
-vec3 specularBrdf(Material mat, float NoH, float VoH, float NoV, float NoL)
-{
+vec3 specularBrdf(Material mat, float NoH, float VoH, float NoV, float NoL) {
     float D = D_GGX(NoH, mat.a);
     vec3 F = F_Schlick(VoH, mat.f0);
     float V = V_SmithGGXCorrelated(NoV, NoL, mat.a);
@@ -80,8 +72,7 @@ vec3 specularBrdf(Material mat, float NoH, float VoH, float NoV, float NoL)
 }
 
 // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#appendix-b-brdf-implementation
-vec3 brdf(Material mat, vec3 v, vec3 l, vec3 n)
-{
+vec3 brdf(Material mat, vec3 v, vec3 l, vec3 n) {
     vec3 h = normalize(l + v);
 
     float NoV = abs(dot(n, v)) + 1e-5;
@@ -93,22 +84,19 @@ vec3 brdf(Material mat, vec3 v, vec3 l, vec3 n)
 }
 
 // inverse square falloff
-float distanceAttenuation(float distance)
-{
+float distanceAttenuation(float distance) {
     return 1.0 / max(distance * distance, 0.01 * 0.01);
 }
 
 // windowing function with smooth transition to 0
 // radius is arbitrary
 // Karis 2014. Real Shading in Unreal Engine 4.
-float distanceAttenuation(float distance, float radius)
-{
+float distanceAttenuation(float distance, float radius) {
     float nom = clamp(1.0 - pow(distance / radius, 4.0), 0.0, 1.0);
     return nom * nom * distanceAttenuation(distance);
 }
 
-vec3 screenToEye(vec3 fragCoord, uvec2 resolution, mat4 invProjection)
-{
+vec3 screenToEye(vec3 fragCoord, uvec2 resolution, mat4 invProjection) {
     vec3 ndc = vec3(
         2.0 * fragCoord.xy / vec2(resolution) - 1.0, // -> [-1;1]
         fragCoord.z // [0;1]
@@ -120,19 +108,17 @@ vec3 screenToEye(vec3 fragCoord, uvec2 resolution, mat4 invProjection)
 // luminance-only fit of ACES LDR output transform
 // Narkowicz 2016. ACES Filmic Tone Mapping Curve.
 // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
-vec3 tonemap(vec3 x)
-{
+vec3 tonemap(vec3 x) {
     return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
 }
 
-void main()
-{
+void main() {
     vec2 uv = gl_FragCoord.xy / vec2(ubo.resolution);
     vec3 albedo = texture(samplerGbufferAlbedo, uv).rgb;
     vec2 metallicRoughness = texture(samplerGbufferMetallicRoughness, uv).xy;
     float metallic = metallicRoughness.x;
     float roughness = metallicRoughness.y;
-    
+
     // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-pbr_mat
 
     const vec3 dielectricSpecular = vec3(0.04, 0.04, 0.04);
@@ -152,20 +138,19 @@ void main()
     vec3 N = texture(samplerGbufferNormal, uv).xyz;
 
     vec3 radiance = vec3(0.0);
-    for(uint i = 0; i < ubo.lightCount; i++)
-    {
+    for (uint i = 0; i < ubo.lightCount; ++i) {
         LightData light = lights[i];
         float dist = distance(light.position, pos);
         float attenuation = distanceAttenuation(dist, light.radius);
-        if(attenuation > 0.0)
-        {
+        if (attenuation > 0.0) {
             vec3 L = normalize(light.position - pos);
             vec3 radiance_in = light.intensity * attenuation;
+
             float NoL = clamp(dot(N, L), 0.0, 1.0);
-            if(NoL > 0.0)
+            if (NoL > 0.0)
                 radiance += brdf(mat, V, L, N) * radiance_in * NoL;
         }
     }
-    
+
     outFragColor = vec4(tonemap(radiance), 1.0);
 }
diff --git a/res/light/lighting.vert b/res/light/lighting.vert
index 7bec00d3..06854601 100644
--- a/res/light/lighting.vert
+++ b/res/light/lighting.vert
@@ -1,7 +1,6 @@
 #version 450 core
 
-void main()
-{
+void main() {
     vec2 uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
-    gl_Position = vec4(uv * 2.0f + -1.0f, 0.0f, 1.0f);
+    gl_Position = vec4(uv * 2.0 + -1.0, 0.0, 1.0);
 }
diff --git a/res/spawn/spawn.frag b/res/spawn/spawn.frag
index f1274fb2..fefb49bb 100644
--- a/res/spawn/spawn.frag
+++ b/res/spawn/spawn.frag
@@ -1,13 +1,12 @@
 #version 450 core
 
-layout (binding = 2) uniform sampler2D samplerColor;
+layout(binding = 2) uniform sampler2D samplerColor;
 
-layout (location = 0) in vec4 inColor;
-layout (location = 1) in vec2 inUV;
+layout(location = 0) in vec4 inColor;
+layout(location = 1) in vec2 inUV;
 
-layout (location = 0) out vec4 outFragColor;
+layout(location = 0) out vec4 outFragColor;
 
-void main()
-{
+void main() {
     outFragColor = inColor * texture(samplerColor, inUV);
 }
diff --git a/res/spawn/spawn.vert b/res/spawn/spawn.vert
index 2aeba39b..31ba2874 100644
--- a/res/spawn/spawn.vert
+++ b/res/spawn/spawn.vert
@@ -1,30 +1,28 @@
 #version 450 core
 
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec4 inColor;
-layout (location = 2) in vec2 inUV;
+layout(location = 0) in vec3 inPos;
+layout(location = 1) in vec4 inColor;
+layout(location = 2) in vec2 inUV;
 
-layout (binding = 0) uniform Ubo_Camera
-{
+layout(binding = 0) uniform Ubo_Camera {
     mat4 projection;
     mat4 view;
-} ubo_camera;
+}
+ubo_camera;
 
-layout (binding = 1) uniform Ubo_Spawn
-{
+layout(binding = 1) uniform Ubo_Spawn {
     mat4 model;
-} ubo_spawn;
+}
+ubo_spawn;
 
-layout (location = 0) out vec4 outColor;
-layout (location = 1) out vec2 outUV;
+layout(location = 0) out vec4 outColor;
+layout(location = 1) out vec2 outUV;
 
-out gl_PerVertex
-{
+out gl_PerVertex {
     vec4 gl_Position;
 };
 
-void main()
-{
+void main() {
     outColor = inColor;
     outUV = inUV;
 
diff --git a/res/tool/imgui/imgui.frag b/res/tool/imgui/imgui.frag
index 0a3c8dca..090ee1fa 100644
--- a/res/tool/imgui/imgui.frag
+++ b/res/tool/imgui/imgui.frag
@@ -2,14 +2,13 @@
 
 layout(location = 0) out vec4 fColor;
 
-layout(set=0, binding=0) uniform sampler2D sTexture;
+layout(set = 0, binding = 0) uniform sampler2D sTexture;
 
-layout(location = 0) in struct{
+layout(location = 0) in struct {
     vec4 Color;
     vec2 UV;
 } In;
 
-void main()
-{
+void main() {
     fColor = In.Color * texture(sTexture, In.UV.st);
 }
diff --git a/res/tool/imgui/imgui.vert b/res/tool/imgui/imgui.vert
index 88fe3647..9a577d77 100644
--- a/res/tool/imgui/imgui.vert
+++ b/res/tool/imgui/imgui.vert
@@ -4,23 +4,23 @@ layout(location = 0) in vec2 aPos;
 layout(location = 1) in vec2 aUV;
 layout(location = 2) in vec4 aColor;
 
-layout(push_constant) uniform uPushConstant{
+layout(push_constant) uniform uPushConstant {
     vec2 uScale;
     vec2 uTranslate;
-} pc;
+}
+pc;
 
-out gl_PerVertex{
+out gl_PerVertex {
     vec4 gl_Position;
 };
 
-layout(location = 0) out struct{
+layout(location = 0) out struct {
     vec4 Color;
     vec2 UV;
 } Out;
 
-void main()
-{
+void main() {
     Out.Color = aColor;
     Out.UV = aUV;
-    gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
+    gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
 }
diff --git a/res/triangle/triangle.frag b/res/triangle/triangle.frag
index be3c04f6..bde0d385 100644
--- a/res/triangle/triangle.frag
+++ b/res/triangle/triangle.frag
@@ -1,10 +1,9 @@
 #version 450 core
 
-layout (location = 0) in vec4 inColor;
+layout(location = 0) in vec4 inColor;
 
-layout (location = 0) out vec4 outFragColor;
+layout(location = 0) out vec4 outFragColor;
 
-void main()
-{
+void main() {
     outFragColor = inColor;
 }
diff --git a/res/triangle/triangle.vert b/res/triangle/triangle.vert
index 45a9d5c0..e44440ee 100644
--- a/res/triangle/triangle.vert
+++ b/res/triangle/triangle.vert
@@ -1,17 +1,15 @@
 #version 450 core
 
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec4 inColor;
+layout(location = 0) in vec3 inPos;
+layout(location = 1) in vec4 inColor;
 
-layout (location = 0) out vec4 outColor;
+layout(location = 0) out vec4 outColor;
 
-out gl_PerVertex
-{
+out gl_PerVertex {
     vec4 gl_Position;
 };
 
-void main()
-{
+void main() {
     outColor = inColor;
     gl_Position = vec4(inPos.xyz, 1.0);
 }
-- 
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