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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 09:16:53 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 09:17:13 +0300
commit108045faa01849115c54190ebed788faf36dcb56 (patch)
tree64d024b47b0dcb6850108377c55e96917645efe5 /intern/cycles/kernel/shaders
parent3076d95ba441cd32706a27d18922a30f8fd28b8a (diff)
ClangFormat: format '#if 0' code in intern/
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/stdosl.h47
1 files changed, 37 insertions, 10 deletions
diff --git a/intern/cycles/kernel/shaders/stdosl.h b/intern/cycles/kernel/shaders/stdosl.h
index 9b9720ffff9..2762b414ce4 100644
--- a/intern/cycles/kernel/shaders/stdosl.h
+++ b/intern/cycles/kernel/shaders/stdosl.h
@@ -235,15 +235,42 @@ int clamp(int x, int minval, int maxval)
return max(min(x, maxval), minval);
}
#if 0
-normal mix (normal x, normal y, normal a) { return x*(1-a) + y*a; }
-normal mix (normal x, normal y, float a) { return x*(1-a) + y*a; }
-vector mix (vector x, vector y, vector a) { return x*(1-a) + y*a; }
-vector mix (vector x, vector y, float a) { return x*(1-a) + y*a; }
-point mix (point x, point y, point a) { return x*(1-a) + y*a; }
-point mix (point x, point y, float a) { return x*(1-a) + y*a; }
-color mix (color x, color y, color a) { return x*(1-a) + y*a; }
-color mix (color x, color y, float a) { return x*(1-a) + y*a; }
-float mix (float x, float y, float a) { return x*(1-a) + y*a; }
+normal mix(normal x, normal y, normal a)
+{
+ return x * (1 - a) + y * a;
+}
+normal mix(normal x, normal y, float a)
+{
+ return x * (1 - a) + y * a;
+}
+vector mix(vector x, vector y, vector a)
+{
+ return x * (1 - a) + y * a;
+}
+vector mix(vector x, vector y, float a)
+{
+ return x * (1 - a) + y * a;
+}
+point mix(point x, point y, point a)
+{
+ return x * (1 - a) + y * a;
+}
+point mix(point x, point y, float a)
+{
+ return x * (1 - a) + y * a;
+}
+color mix(color x, color y, color a)
+{
+ return x * (1 - a) + y * a;
+}
+color mix(color x, color y, float a)
+{
+ return x * (1 - a) + y * a;
+}
+float mix(float x, float y, float a)
+{
+ return x * (1 - a) + y * a;
+}
#else
normal mix(normal x, normal y, normal a) BUILTIN;
normal mix(normal x, normal y, float a) BUILTIN;
@@ -369,7 +396,7 @@ point rotate(point p, float angle, point a, point b)
* anisotropic shader where angle is usually constant.
*/
#if 0
- sincos (angle, sinang, cosang);
+ sincos(angle, sinang, cosang);
#else
sinang = sin(angle);
cosang = cos(angle);