forked from bartvdbraak/blender
style cleanup
This commit is contained in:
parent
3d4bbd278a
commit
8fd52b3433
@ -19,8 +19,8 @@
|
||||
#include "stdosl.h"
|
||||
|
||||
shader node_hair_bsdf(
|
||||
color Color = 0.8,
|
||||
string component = "Reflection",
|
||||
color Color = 0.8,
|
||||
string component = "Reflection",
|
||||
float Offset = 0.0,
|
||||
float RoughnessU = 0.1,
|
||||
float RoughnessV = 1.0,
|
||||
@ -28,29 +28,30 @@ shader node_hair_bsdf(
|
||||
output closure color BSDF = 0)
|
||||
{
|
||||
float IsStrand;
|
||||
float roughnessh = clamp(RoughnessU, 0.001,1.0);
|
||||
float roughnessv = clamp(RoughnessV, 0.001,1.0);
|
||||
float roughnessh = clamp(RoughnessU, 0.001, 1.0);
|
||||
float roughnessv = clamp(RoughnessV, 0.001, 1.0);
|
||||
getattribute("geom:is_curve", IsStrand);
|
||||
|
||||
if (!IsStrand) {
|
||||
if (backfacing())
|
||||
BSDF = transparent();
|
||||
else {
|
||||
if (component == "Reflection")
|
||||
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
|
||||
else
|
||||
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
|
||||
if (!IsStrand) {
|
||||
if (backfacing()) {
|
||||
BSDF = transparent();
|
||||
}
|
||||
else {
|
||||
if (component == "Reflection")
|
||||
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
|
||||
else
|
||||
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (backfacing())
|
||||
BSDF = transparent();
|
||||
else {
|
||||
if (component == "Reflection")
|
||||
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset);
|
||||
else
|
||||
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset);
|
||||
else {
|
||||
if (backfacing()) {
|
||||
BSDF = transparent();
|
||||
}
|
||||
else {
|
||||
if (component == "Reflection")
|
||||
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset);
|
||||
else
|
||||
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -44,8 +44,8 @@ float sky_perez_function(float lam[9], float theta, float gamma)
|
||||
}
|
||||
|
||||
color sky_radiance_old(normal dir,
|
||||
float sunphi, float suntheta, color radiance,
|
||||
float config_x[9], float config_y[9], float config_z[9])
|
||||
float sunphi, float suntheta, color radiance,
|
||||
float config_x[9], float config_y[9], float config_z[9])
|
||||
{
|
||||
/* convert vector to spherical coordinates */
|
||||
vector spherical = sky_spherical_coordinates(dir);
|
||||
@ -76,7 +76,7 @@ float sky_radiance_internal(float config[9], float theta, float gamma)
|
||||
|
||||
float expM = exp(config[4] * gamma);
|
||||
float rayM = cgamma * cgamma;
|
||||
float mieM = (1.0 + rayM) / pow((1.0 + config[8]*config[8] - 2.0*config[8]*cgamma), 1.5);
|
||||
float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5);
|
||||
float zenith = sqrt(ctheta);
|
||||
|
||||
return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) *
|
||||
@ -84,8 +84,8 @@ float sky_radiance_internal(float config[9], float theta, float gamma)
|
||||
}
|
||||
|
||||
color sky_radiance_new(normal dir,
|
||||
float sunphi, float suntheta, color radiance,
|
||||
float config_x[9], float config_y[9], float config_z[9])
|
||||
float sunphi, float suntheta, color radiance,
|
||||
float config_x[9], float config_y[9], float config_z[9])
|
||||
{
|
||||
/* convert vector to spherical coordinates */
|
||||
vector spherical = sky_spherical_coordinates(dir);
|
||||
@ -104,7 +104,7 @@ color sky_radiance_new(normal dir,
|
||||
float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2];
|
||||
|
||||
/* convert to RGB and adjust strength */
|
||||
return xyz_to_rgb(x, y, z) * (M_2PI/683);
|
||||
return xyz_to_rgb(x, y, z) * (M_2PI / 683);
|
||||
}
|
||||
|
||||
shader node_sky_texture(
|
||||
|
@ -26,7 +26,7 @@ shader node_subsurface_scattering(
|
||||
normal Normal = N,
|
||||
output closure color BSSRDF = 0)
|
||||
{
|
||||
if(Falloff == "Gaussian")
|
||||
if (Falloff == "Gaussian")
|
||||
BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius, TextureBlur);
|
||||
else
|
||||
BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
|
||||
|
@ -89,7 +89,7 @@ static TexSnapshot secondary_snap = {0};
|
||||
static CursorSnapshot cursor_snap = {0};
|
||||
|
||||
/* delete overlay cursor textures to preserve memory and invalidate all overlay flags */
|
||||
void paint_cursor_delete_textures()
|
||||
void paint_cursor_delete_textures(void)
|
||||
{
|
||||
glDeleteTextures(1, &primary_snap.overlay_texture);
|
||||
glDeleteTextures(1, &secondary_snap.overlay_texture);
|
||||
|
@ -4685,7 +4685,7 @@ static void rna_def_scene_render_data(BlenderRNA *brna)
|
||||
RNA_def_property_range(prop, 0.0, 1000.0);
|
||||
RNA_def_property_ui_text(prop, "Scale",
|
||||
"Instead of automatically normalizing to 0..1, "
|
||||
"apply a user scale to the derivative map.");
|
||||
"apply a user scale to the derivative map");
|
||||
|
||||
/* stamp */
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user