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Unified Diff: chrome/browser/android/vr_shell/vr_shell_renderer.cc

Issue 2705293002: Chrome VR clang-format cleanup (Closed)
Patch Set: Rebase to ToT. Created 3 years, 10 months ago
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Index: chrome/browser/android/vr_shell/vr_shell_renderer.cc
diff --git a/chrome/browser/android/vr_shell/vr_shell_renderer.cc b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
index e4a1bd96315dd41d0b677f9539721aee1bcdb9b4..55ce951060754346029617c78f5237602d2067bf 100644
--- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc
+++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
@@ -227,16 +227,16 @@ BaseRenderer::BaseRenderer(ShaderID vertex_id,
ShaderID fragment_id,
bool setup_vertex_buffer = true) {
std::string error;
- GLuint vertex_shader_handle = CompileShader(
- GL_VERTEX_SHADER, GetShaderSource(vertex_id), error);
+ GLuint vertex_shader_handle =
+ CompileShader(GL_VERTEX_SHADER, GetShaderSource(vertex_id), error);
CHECK(vertex_shader_handle) << error;
- GLuint fragment_shader_handle = CompileShader(
- GL_FRAGMENT_SHADER, GetShaderSource(fragment_id), error);
+ GLuint fragment_shader_handle =
+ CompileShader(GL_FRAGMENT_SHADER, GetShaderSource(fragment_id), error);
CHECK(fragment_shader_handle) << error;
- program_handle_ = CreateAndLinkProgram(vertex_shader_handle,
- fragment_shader_handle, error);
+ program_handle_ =
+ CreateAndLinkProgram(vertex_shader_handle, fragment_shader_handle, error);
CHECK(program_handle_) << error;
// Once the program is linked the shader objects are no longer needed
@@ -472,11 +472,9 @@ LaserRenderer::LaserRenderer()
: BaseRenderer(LASER_VERTEX_SHADER, LASER_FRAGMENT_SHADER) {
model_view_proj_matrix_handle_ =
glGetUniformLocation(program_handle_, "u_ModelViewProjMatrix");
- texture_unit_handle_ =
- glGetUniformLocation(program_handle_, "texture_unit");
+ texture_unit_handle_ = glGetUniformLocation(program_handle_, "texture_unit");
color_handle_ = glGetUniformLocation(program_handle_, "color");
- fade_point_handle_ =
- glGetUniformLocation(program_handle_, "fade_point");
+ fade_point_handle_ = glGetUniformLocation(program_handle_, "fade_point");
fade_end_handle_ = glGetUniformLocation(program_handle_, "fade_end");
glGenTextures(1, &texture_data_handle_);
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