forked from bartvdbraak/blender
Cleanup: glsl style
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@ -38,8 +38,12 @@ void vert_dof_first_pass()
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void vert_dof_fourth_pass()
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{
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vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
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uvcoordsvar = gl_MultiTexCoord0.xxyy + halfpixel * vec4(invrendertargetdim.x,
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invrendertargetdim.x, invrendertargetdim.y, invrendertargetdim.y);
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uvcoordsvar = gl_MultiTexCoord0.xxyy +
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halfpixel *
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vec4(invrendertargetdim.x,
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invrendertargetdim.x,
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invrendertargetdim.y,
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invrendertargetdim.y);
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gl_Position = gl_Vertex;
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}
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@ -1476,8 +1476,7 @@ void mtex_bump_bicubic(
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vec2 dHdxy = vec2(Hr - Hl, Hu - Hd);
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float fBlend = clamp(1.0 - textureQueryLOD(ima, texco.xy).x, 0.0, 1.0);
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if (fBlend!=0.0)
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{
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if (fBlend != 0.0) {
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// the derivative of the bicubic sampling of level 0
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ivec2 vDim;
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vDim = textureSize(ima, 0);
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@ -2641,7 +2640,8 @@ void node_uvmap(vec3 attr_uv, out vec3 outvec)
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outvec = attr_uv;
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}
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void node_geometry(vec3 I, vec3 N, mat4 toworld,
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void node_geometry(
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vec3 I, vec3 N, mat4 toworld,
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out vec3 position, out vec3 normal, out vec3 tangent,
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out vec3 true_normal, out vec3 incoming, out vec3 parametric,
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out float backfacing, out float pointiness)
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@ -2660,7 +2660,8 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
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pointiness = 0.0;
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}
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void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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void node_tex_coord(
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vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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vec3 attr_orco, vec3 attr_uv,
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out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
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out vec3 camera, out vec3 window, out vec3 reflection)
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@ -2679,7 +2680,8 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 cameraf
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reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz;
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}
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void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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void node_tex_coord_background(
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vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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vec3 attr_orco, vec3 attr_uv,
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out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
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out vec3 camera, out vec3 window, out vec3 reflection)
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