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
This commit is contained in:
Marc Rousavy
2023-09-01 12:58:32 +02:00
committed by GitHub
parent 0a28454579
commit 03b57a7d27
61 changed files with 851 additions and 886 deletions

View File

@@ -24,7 +24,6 @@ import IonIcon from 'react-native-vector-icons/Ionicons';
import type { Routes } from './Routes';
import type { NativeStackScreenProps } from '@react-navigation/native-stack';
import { useIsFocused } from '@react-navigation/core';
import { FACE_SHADER } from './Shaders';
import { examplePlugin } from './frame-processors/ExamplePlugin';
const ReanimatedCamera = Reanimated.createAnimatedComponent(Camera);

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@@ -1,89 +0,0 @@
export const INVERTED_COLORS_SHADER = `
uniform shader image;
half4 main(vec2 pos) {
vec4 color = image.eval(pos);
return vec4(1.0 - color.rgb, 1.0);
}
`;
export const CHROMATIC_ABERRATION_SHADER = `
uniform shader image;
vec4 chromatic(vec2 pos, float offset) {
float r = image.eval(pos).r;
float g = image.eval(vec2(pos.x + offset, pos.y)).g;
float b = image.eval(vec2(pos.x + offset * 2.0, pos.y)).b;
return vec4(r, g, b, 1.0);
}
half4 main(vec2 pos) {
float offset = 50.0;
return chromatic(pos, offset);
}
`;
export const NO_SHADER = `
half4 main(vec2 pos) {
return vec4(1.0);
}
`;
export const BLUR_SHADER = `
const int samples = 35,
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp( -.5* dot(i/=sigma,i) ) / ( 6.28 * sigma*sigma );
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0);
int s = samples/sLOD;
for ( int i = 0; i < s*s; i++ ) {
vec2 d = vec2(i%s, i/s)*float(sLOD) - float(samples)/2.;
O += gaussian(d) * textureLod( sp, U + scale * d , float(LOD) );
}
return O / O.a;
}
void mainImage(out vec4 O, vec2 U) {
O = blur( iChannel0, U/iResolution.xy, 1./iChannelResolution[0].xy );
}
`;
export const FACE_SHADER = `
uniform shader image;
uniform float x;
uniform float y;
uniform float r;
uniform vec2 resolution;
const float samples = 3.0;
const float radius = 40.0;
const float weight = 1.0;
half4 main(vec2 pos) {
float delta = pow((pow(pos.x - x, 2) + pow(pos.y - y, 2)), 0.5);
if (delta < r) {
vec3 sum = vec3(0.0);
vec3 accumulation = vec3(0);
vec3 weightedsum = vec3(0);
for (float deltaX = -samples * radius; deltaX <= samples * radius; deltaX += radius / samples) {
for (float deltaY = -samples * radius; deltaY <= samples * radius; deltaY += radius / samples) {
accumulation += image.eval(vec2(pos.x + deltaX, pos.y + deltaY)).rgb;
weightedsum += weight;
}
}
sum = accumulation / weightedsum;
return vec4(sum, 1.0);
}
else {
return image.eval(pos);
}
}
`;