diff --git a/Source/Renderer/Context.js b/Source/Renderer/Context.js
index 77d26c021712..9dd5eba7c0ff 100644
--- a/Source/Renderer/Context.js
+++ b/Source/Renderer/Context.js
@@ -591,7 +591,7 @@ define([
},
/**
- * true
returns if the context's floating point textures support 6 decimal places of precision.
+ * Returns true
if the context's floating point textures support 6 decimal places of precision.
* @memberof Context.prototype
* @type {Boolean}
* @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float/}
diff --git a/Source/Renderer/checkFloatTexturePrecision.js b/Source/Renderer/checkFloatTexturePrecision.js
index c30ec61a40fb..3da3deb22aa6 100644
--- a/Source/Renderer/checkFloatTexturePrecision.js
+++ b/Source/Renderer/checkFloatTexturePrecision.js
@@ -21,7 +21,7 @@ define([
* Checks if the context's floating point textures support 6 decimal places of precision.
*
* @param {Context} context A context wrapping a gl implementation.
- * @returns {Boolean} whether or not the context's floating point textures support 6 decimal places of precision
+ * @returns {Boolean} Whether or not the context's floating point textures support 6 decimal places of precision
*
* @private
*/
diff --git a/Source/Shaders/CheckFloatTexturePrecisionFS.glsl b/Source/Shaders/CheckFloatTexturePrecisionFS.glsl
index a2eadb4bd827..8f77d167cef5 100644
--- a/Source/Shaders/CheckFloatTexturePrecisionFS.glsl
+++ b/Source/Shaders/CheckFloatTexturePrecisionFS.glsl
@@ -1,6 +1,7 @@
uniform sampler2D u_floatTexture;
-void main() {
+void main()
+{
float actual = texture2D(u_floatTexture, vec2(0.5, 0.5)).r;
float expected = 123456.0;
gl_FragColor = vec4(abs(actual - expected), 0.0, 0.0, 1.0);
diff --git a/Source/Shaders/ShadowVolumeAppearanceFS.glsl b/Source/Shaders/ShadowVolumeAppearanceFS.glsl
index ab8903295863..d42c278e5111 100644
--- a/Source/Shaders/ShadowVolumeAppearanceFS.glsl
+++ b/Source/Shaders/ShadowVolumeAppearanceFS.glsl
@@ -20,12 +20,14 @@ varying vec4 v_color;
#endif
#ifdef NORMAL_EC
-vec3 getEyeCoordinate3FromWindowCoordinate(vec2 fragCoord, float logDepthOrDepth) {
+vec3 getEyeCoordinate3FromWindowCoordinate(vec2 fragCoord, float logDepthOrDepth)
+{
vec4 eyeCoordinate = czm_windowToEyeCoordinates(fragCoord, logDepthOrDepth);
return eyeCoordinate.xyz / eyeCoordinate.w;
}
-vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) {
+vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset)
+{
vec2 glFragCoordXY = gl_FragCoord.xy;
// Sample depths at both offset and negative offset
float upOrRightLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw));
@@ -71,7 +73,8 @@ void main(void)
#ifdef PICK
#ifdef CULL_FRAGMENTS
- if (0.0 <= uv.x && uv.x <= 1.0 && 0.0 <= uv.y && uv.y <= 1.0) {
+ if (0.0 <= uv.x && uv.x <= 1.0 && 0.0 <= uv.y && uv.y <= 1.0)
+ {
gl_FragColor.a = 1.0; // 0.0 alpha leads to discard from ShaderSource.createPickFragmentShaderSource
czm_writeDepthClampedToFarPlane();
}
@@ -81,7 +84,8 @@ void main(void)
#else // PICK
#ifdef CULL_FRAGMENTS
- if (uv.x <= 0.0 || 1.0 <= uv.x || uv.y <= 0.0 || 1.0 <= uv.y) {
+ if (uv.x <= 0.0 || 1.0 <= uv.x || uv.y <= 0.0 || 1.0 <= uv.y)
+ {
discard;
}
#endif
diff --git a/Source/Shaders/ShadowVolumeAppearanceVS.glsl b/Source/Shaders/ShadowVolumeAppearanceVS.glsl
index f1e2e6b0c2e0..b5d486c7de68 100644
--- a/Source/Shaders/ShadowVolumeAppearanceVS.glsl
+++ b/Source/Shaders/ShadowVolumeAppearanceVS.glsl
@@ -26,7 +26,8 @@ varying vec3 v_vMaxAndInverseDistance;
#endif // TEXTURE_COORDINATES
#if defined(TEXTURE_COORDINATES) && !defined(SPHERICAL) && defined(UINT8_PACKING)
-vec4 clampAndMagnitude(vec4 sd) {
+vec4 clampAndMagnitude(vec4 sd)
+{
vec4 d = sd;
d.x = czm_branchFreeTernary(sd.x < 128.0, d.x, (255.0 - sd.x));
d.x = floor(0.5 + d.x);
@@ -36,12 +37,14 @@ vec4 clampAndMagnitude(vec4 sd) {
return d;
}
-float unpackLowLessThan100k(vec4 sd) {
+float unpackLowLessThan100k(vec4 sd)
+{
vec4 d = clampAndMagnitude(sd);
return (1000.0 * d.x + 10.0 * d.y + 0.1 * d.z + 0.001 * d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0);
}
-vec3 southwest_LOW(vec4 x, vec4 y, vec4 z) {
+vec3 southwest_LOW(vec4 x, vec4 y, vec4 z)
+{
vec3 value;
value.x = unpackLowLessThan100k(x);
value.y = unpackLowLessThan100k(y);
@@ -49,11 +52,14 @@ vec3 southwest_LOW(vec4 x, vec4 y, vec4 z) {
return value;
}
-float unpackHighMagLessThan100Million(vec4 sd) {
+float unpackHighMagLessThan100Million(vec4 sd)
+{
vec4 d = clampAndMagnitude(sd);
return (1000000.0 * d.x + 10000.0 * d.y + 100.0 * d.z + d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0);
}
-vec3 southwest_HIGH(vec4 x, vec4 y, vec4 z) {
+
+vec3 southwest_HIGH(vec4 x, vec4 y, vec4 z)
+{
vec3 value;
value.x = unpackHighMagLessThan100Million(x);
value.y = unpackHighMagLessThan100Million(y);
@@ -62,7 +68,8 @@ vec3 southwest_HIGH(vec4 x, vec4 y, vec4 z) {
}
#ifdef COLUMBUS_VIEW_2D
-vec4 unpackPlanes2D_HIGH(vec4 x, vec4 y, vec4 z, vec4 w) {
+vec4 unpackPlanes2D_HIGH(vec4 x, vec4 y, vec4 z, vec4 w)
+{
vec4 value;
value.x = unpackHighMagLessThan100Million(x);
value.y = unpackHighMagLessThan100Million(y);
@@ -71,7 +78,8 @@ vec4 unpackPlanes2D_HIGH(vec4 x, vec4 y, vec4 z, vec4 w) {
return value;
}
-vec4 unpackPlanes2D_LOW(vec4 x, vec4 y, vec4 z, vec4 w) {
+vec4 unpackPlanes2D_LOW(vec4 x, vec4 y, vec4 z, vec4 w)
+{
vec4 value;
value.x = unpackLowLessThan100k(x);
value.y = unpackLowLessThan100k(y);
@@ -81,12 +89,14 @@ vec4 unpackPlanes2D_LOW(vec4 x, vec4 y, vec4 z, vec4 w) {
}
#else
-float unpackLowLessThan1000k(vec4 sd) {
+float unpackLowLessThan1000k(vec4 sd)
+{
vec4 d = clampAndMagnitude(sd);
return (10000.0 * d.x + 100.0 * d.y + d.z + 0.01 * d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0);
}
-vec3 unpackExtent(vec4 x, vec4 y, vec4 z) {
+vec3 unpackExtent(vec4 x, vec4 y, vec4 z)
+{
vec3 value;
value.x = unpackLowLessThan1000k(x);
value.y = unpackLowLessThan1000k(y);