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authorLukas Stockner <lukas.stockner@freenet.de>2022-10-30 16:50:28 +0300
committerLukas Stockner <lukas.stockner@freenet.de>2022-10-30 16:50:28 +0300
commit31012b5417b5603f8f6487740a6c5685b483bc71 (patch)
tree086a48909bb0dce32da3de74d49c5bbe8d139869
parent5a230fccc588be922246b6920d8b4aaea1de0e19 (diff)
Formatting fixes
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc26
2 files changed, 14 insertions, 16 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index ec9ff909940..8f91ded3f82 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -47,8 +47,8 @@ void node_bsdf_principled(vec4 base_color,
float weight,
const float do_diffuse,
const float do_clearcoat,
- //const float do_refraction,
- //const float do_multiscatter,
+ // const float do_refraction,
+ // const float do_multiscatter,
float do_sss,
out Closure result)
{
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
index c33440a9edc..ad0b545aabf 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
@@ -98,10 +98,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR);
/* TODO: Also add support to Principled v1? Would remain compatible and reduce differences. */
b.add_input<decl::Color>(N_("Clearcoat Tint")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Thin Film Thickness"))
- .default_value(0.0f)
- .min(0.0f)
- .max(10000.0f);
+ b.add_input<decl::Float>(N_("Thin Film Thickness")).default_value(0.0f).min(0.0f).max(10000.0f);
b.add_input<decl::Float>(N_("Thin Film IOR")).default_value(1.5f).min(1.0f).max(10.0f);
/* TODO: Restrict min/max (e.g. 0.1 to 10) */
b.add_input<decl::Float>(N_("IOR")).default_value(1.45f).min(0.0f).max(1000.0f);
@@ -227,16 +224,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
GPU_material_flag_set(mat, flag);
- return GPU_stack_link(mat,
- node,
- "node_bsdf_principled",
- in,
- out,
- GPU_constant(&use_diffuse_f),
- GPU_constant(&use_clear_f),
- //GPU_constant(&use_refract_f),
- //GPU_constant(&use_multi_scatter), // TODO: Disabled because of GLSL argument limit
- GPU_uniform(&use_sss));
+ return GPU_stack_link(
+ mat,
+ node,
+ "node_bsdf_principled",
+ in,
+ out,
+ GPU_constant(&use_diffuse_f),
+ GPU_constant(&use_clear_f),
+ // GPU_constant(&use_refract_f),
+ // GPU_constant(&use_multi_scatter), // TODO: Disabled because of GLSL argument limit
+ GPU_uniform(&use_sss));
}
static void node_shader_update_principled(bNodeTree *ntree, bNode *node)