Cleanup: glsl style

This commit is contained in:
Campbell Barton 2016-05-26 18:46:12 +10:00
parent fe766d9c7a
commit 7424ded9c7
12 changed files with 486 additions and 480 deletions

@ -38,8 +38,12 @@ void vert_dof_first_pass()
void vert_dof_fourth_pass()
{
vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5);
uvcoordsvar = gl_MultiTexCoord0.xxyy + halfpixel * vec4(invrendertargetdim.x,
invrendertargetdim.x, invrendertargetdim.y, invrendertargetdim.y);
uvcoordsvar = gl_MultiTexCoord0.xxyy +
halfpixel *
vec4(invrendertargetdim.x,
invrendertargetdim.x,
invrendertargetdim.y,
invrendertargetdim.y);
gl_Position = gl_Vertex;
}

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