forked from bartvdbraak/blender
style cleanup
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9d260eedeb
commit
812b17f306
@ -41,8 +41,8 @@ float brick(point p, float mortar_size, float bias,
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rownum = (int)floor(p[1] / row_height);
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if (offset_frequency && squash_frequency) {
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brick_width *= ((int)(rownum) % squash_frequency ) ? 1.0 : squash_amount; /* squash */
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offset = ((int)(rownum) % offset_frequency ) ? 0 : (brick_width * offset_amount); /* offset */
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brick_width *= ((int)(rownum) % squash_frequency) ? 1.0 : squash_amount; /* squash */
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offset = ((int)(rownum) % offset_frequency) ? 0 : (brick_width * offset_amount); /* offset */
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}
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bricknum = (int)floor((p[0] + offset) / brick_width);
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@ -25,7 +25,7 @@ shader node_fresnel(
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output float Fac = 0.0)
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{
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float f = max(IOR, 1.0 + 1e-5);
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float eta = backfacing()? 1.0 / f: f;
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float eta = backfacing() ? 1.0 / f: f;
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Fac = fresnel_dielectric(I, Normal, eta);
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}
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@ -28,7 +28,7 @@ shader node_glass_bsdf(
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output closure color BSDF = diffuse(Normal))
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{
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float f = max(IOR, 1.0 + 1e-5);
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float eta = backfacing()? 1.0 / f: f;
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float eta = backfacing() ? 1.0 / f: f;
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float Fr = fresnel_dielectric(I, Normal, eta);
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if (distribution == "Sharp")
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@ -29,7 +29,7 @@ shader node_layer_weight(
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/* Fresnel */
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float eta = max(1.0 - Blend, 1e-5);
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eta = backfacing()? eta: 1.0 / eta;
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eta = backfacing() ? eta : 1.0 / eta;
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Fresnel = fresnel_dielectric(I, Normal, eta);
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/* Facing */
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@ -37,7 +37,7 @@ shader node_layer_weight(
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if (blend != 0.5) {
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blend = clamp(blend, 0.0, 1.0);
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blend = (blend < 0.5)? 2.0 * blend: 0.5 / (1.0 - blend);
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blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
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Facing = pow(Facing, blend);
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}
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@ -19,15 +19,14 @@
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#include "stdosl.h"
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shader node_object_info(
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output point Location = point(0.0, 0.0, 0.0),
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output float ObjectIndex = 0.0,
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output float MaterialIndex = 0.0,
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output float Random = 0.0
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)
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output point Location = point(0.0, 0.0, 0.0),
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output float ObjectIndex = 0.0,
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output float MaterialIndex = 0.0,
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output float Random = 0.0)
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{
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getattribute("std::object_location", Location);
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getattribute("std::object_index", ObjectIndex);
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getattribute("std::material_index", MaterialIndex);
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getattribute("std::object_random", Random);
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getattribute("std::object_location", Location);
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getattribute("std::object_index", ObjectIndex);
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getattribute("std::material_index", MaterialIndex);
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getattribute("std::object_random", Random);
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}
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@ -25,15 +25,14 @@ shader node_particle_info(
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output point Location = point(0.0, 0.0, 0.0),
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output float Size = 0.0,
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output vector Velocity = point(0.0, 0.0, 0.0),
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output vector AngularVelocity = point(0.0, 0.0, 0.0)
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)
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output vector AngularVelocity = point(0.0, 0.0, 0.0))
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{
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getattribute("std::particle_index", Index);
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getattribute("std::particle_age", Age);
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getattribute("std::particle_lifetime", Lifetime);
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getattribute("std::particle_location", Location);
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getattribute("std::particle_size", Size);
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getattribute("std::particle_velocity", Velocity);
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getattribute("std::particle_angular_velocity", AngularVelocity);
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getattribute("std::particle_index", Index);
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getattribute("std::particle_age", Age);
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getattribute("std::particle_lifetime", Lifetime);
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getattribute("std::particle_location", Location);
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getattribute("std::particle_size", Size);
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getattribute("std::particle_velocity", Velocity);
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getattribute("std::particle_angular_velocity", AngularVelocity);
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}
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