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-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl6
6 files changed, 27 insertions, 23 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2154d56faf..5e19c24246 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -41,11 +41,11 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
-
+/* clang-format off */
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
-
} material;
+/* clang-format on */
#endif
#GLOBALS
@@ -258,11 +258,11 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
-
+/* clang-format off */
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
-
} material;
+/* clang-format on */
#endif
vec2 screen_uv_to_sdf(vec2 p_uv) {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index 5aa3735494..cc1c40cad1 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -106,9 +106,11 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
directional_lights;
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
+/* clang-format off */
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
+/* clang-format on */
#endif
layout(set = 2, binding = 0) uniform textureCube radiance;
@@ -247,9 +249,7 @@ void main() {
#endif //USE_CUBEMAP_PASS
{
-
#CODE : SKY
-
}
frag_color.rgb = color;
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
index 2360375c23..929f1e34df 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
@@ -77,9 +77,11 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
#endif
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
+/* clang-format off */
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
+/* clang-format on */
#endif
#GLOBALS
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index cfde97af95..a441b1667d 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -116,9 +116,11 @@ layout(location = 8) out vec4 prev_screen_position;
#endif
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+/* clang-format off */
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
} material;
+/* clang-format on */
#endif
float global_time;
@@ -808,11 +810,11 @@ ivec2 multiview_uv(ivec2 uv) {
#endif
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
-
+/* clang-format off */
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
-
} material;
+/* clang-format on */
#endif
#GLOBALS
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index b21769f207..92a8e2be32 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -107,11 +107,11 @@ layout(location = 6) mediump out vec3 binormal_interp;
#endif
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
-
+/* clang-format off */
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
-
} material;
+/* clang-format on */
#endif
#ifdef MODE_DUAL_PARABOLOID
@@ -671,11 +671,11 @@ ivec2 multiview_uv(ivec2 uv) {
#endif
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
-
+/* clang-format off */
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
-
} material;
+/* clang-format on */
#endif
#GLOBALS
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 7c5291038f..a8f27ba726 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -168,11 +168,11 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
/* SET 3: MATERIAL */
#ifdef MATERIAL_UNIFORMS_USED
-layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
-
+/* clang-format off */
+layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
#MATERIAL_UNIFORMS
-
} material;
+/* clang-format on */
#endif
layout(push_constant, std430) uniform Params {