From 03080a10a77bb30747ce97c997d0ee1bb5061b72 Mon Sep 17 00:00:00 2001 From: Grant Sanderson Date: Mon, 23 Jan 2023 15:05:10 -0800 Subject: [PATCH] Small style tweaks --- manimlib/config.py | 6 +++--- manimlib/shaders/inserts/get_gl_Position.glsl | 6 +++--- manimlib/shaders/quadratic_bezier_stroke/geom.glsl | 8 ++------ 3 files changed, 8 insertions(+), 12 deletions(-) diff --git a/manimlib/config.py b/manimlib/config.py index 17e203ab..9b1e033b 100644 --- a/manimlib/config.py +++ b/manimlib/config.py @@ -414,9 +414,9 @@ def get_window_config(args: Namespace, custom_config: dict, camera_config: dict) if not (args.full_screen or custom_config["full_screen"]): window_width //= 2 window_height = int(window_width / aspect_ratio) - return { - "size": (window_width, window_height), - } + return dict( + size=(window_width, window_height), + ) def get_camera_config(args: Namespace, custom_config: dict) -> dict: diff --git a/manimlib/shaders/inserts/get_gl_Position.glsl b/manimlib/shaders/inserts/get_gl_Position.glsl index bc666272..719125ba 100644 --- a/manimlib/shaders/inserts/get_gl_Position.glsl +++ b/manimlib/shaders/inserts/get_gl_Position.glsl @@ -6,13 +6,13 @@ uniform float focal_distance; const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0); vec4 get_gl_Position(vec3 point){ + bool is_fixed = bool(is_fixed_in_frame); vec4 result = vec4(point, 1.0); - vec2 shape = DEFAULT_FRAME_SHAPE; - if(!bool(is_fixed_in_frame)){ + if(!is_fixed){ result = view * result; - shape = frame_shape; } + vec2 shape = is_fixed ? DEFAULT_FRAME_SHAPE : frame_shape; result.x *= 2.0 / shape.x; result.y *= 2.0 / shape.y; result.z /= focal_distance; diff --git a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl index 8e6570f2..bcf288b9 100644 --- a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl @@ -42,12 +42,8 @@ vec3 unit_normal = vec3(0.0, 0.0, 1.0); vec3 get_joint_unit_normal(vec4 joint_product){ - vec3 result; - if(joint_product.w < COS_THRESHOLD){ - result = joint_product.xyz; - }else{ - result = v_joint_product[1].xyz; - } + vec3 result = (joint_product.w < COS_THRESHOLD) ? + joint_product.xyz : v_joint_product[1].xyz; float norm = length(result); return (norm > 1e-5) ? result / norm : vec3(0.0, 0.0, 1.0); }