feat: Use clang-format to keep the C++ codebase clean (#1741)
* Use clang-format * Create .clang-format * Update .clang-format * Update .clang-format * Update .clang-format * Only search in cpp dirs * Update clang-format.sh * Update .clang-format * Update .clang-format * Update .clang-format * Format C++ code! * Use version 16 * Update clang-format.sh * Remove Shaders.ts * fix: Lint Swift
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@@ -24,7 +24,6 @@ import IonIcon from 'react-native-vector-icons/Ionicons';
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import type { Routes } from './Routes';
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import type { NativeStackScreenProps } from '@react-navigation/native-stack';
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import { useIsFocused } from '@react-navigation/core';
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import { FACE_SHADER } from './Shaders';
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import { examplePlugin } from './frame-processors/ExamplePlugin';
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const ReanimatedCamera = Reanimated.createAnimatedComponent(Camera);
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@@ -1,89 +0,0 @@
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export const INVERTED_COLORS_SHADER = `
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uniform shader image;
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half4 main(vec2 pos) {
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vec4 color = image.eval(pos);
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return vec4(1.0 - color.rgb, 1.0);
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}
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`;
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export const CHROMATIC_ABERRATION_SHADER = `
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uniform shader image;
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vec4 chromatic(vec2 pos, float offset) {
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float r = image.eval(pos).r;
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float g = image.eval(vec2(pos.x + offset, pos.y)).g;
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float b = image.eval(vec2(pos.x + offset * 2.0, pos.y)).b;
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return vec4(r, g, b, 1.0);
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}
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half4 main(vec2 pos) {
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float offset = 50.0;
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return chromatic(pos, offset);
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}
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`;
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export const NO_SHADER = `
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half4 main(vec2 pos) {
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return vec4(1.0);
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}
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`;
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export const BLUR_SHADER = `
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const int samples = 35,
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp( -.5* dot(i/=sigma,i) ) / ( 6.28 * sigma*sigma );
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0);
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int s = samples/sLOD;
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for ( int i = 0; i < s*s; i++ ) {
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vec2 d = vec2(i%s, i/s)*float(sLOD) - float(samples)/2.;
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O += gaussian(d) * textureLod( sp, U + scale * d , float(LOD) );
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}
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return O / O.a;
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}
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void mainImage(out vec4 O, vec2 U) {
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O = blur( iChannel0, U/iResolution.xy, 1./iChannelResolution[0].xy );
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}
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`;
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export const FACE_SHADER = `
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uniform shader image;
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uniform float x;
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uniform float y;
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uniform float r;
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uniform vec2 resolution;
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const float samples = 3.0;
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const float radius = 40.0;
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const float weight = 1.0;
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half4 main(vec2 pos) {
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float delta = pow((pow(pos.x - x, 2) + pow(pos.y - y, 2)), 0.5);
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if (delta < r) {
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vec3 sum = vec3(0.0);
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vec3 accumulation = vec3(0);
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vec3 weightedsum = vec3(0);
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for (float deltaX = -samples * radius; deltaX <= samples * radius; deltaX += radius / samples) {
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for (float deltaY = -samples * radius; deltaY <= samples * radius; deltaY += radius / samples) {
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accumulation += image.eval(vec2(pos.x + deltaX, pos.y + deltaY)).rgb;
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weightedsum += weight;
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}
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}
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sum = accumulation / weightedsum;
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return vec4(sum, 1.0);
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}
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else {
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return image.eval(pos);
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}
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}
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`;
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