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authorCampbell Barton <ideasman42@gmail.com>2014-04-27 17:57:40 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-04-27 18:19:15 +0400
commita2489e29f6233b407c577a7bbf6400a9b160117d (patch)
tree15d968deb6297e0cbb5e9d0a012ff43925c688b0 /intern/cycles/kernel/shaders
parentd7d2e71a037ca986fda9ba6f6d057a2d24ace4e0 (diff)
Code cleanup: style, unused import
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_fresnel.osl2
-rw-r--r--intern/cycles/kernel/shaders/node_glass_bsdf.osl2
-rw-r--r--intern/cycles/kernel/shaders/node_refraction_bsdf.osl2
3 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/shaders/node_fresnel.osl b/intern/cycles/kernel/shaders/node_fresnel.osl
index 8c59d5bb512..7ef553c0f39 100644
--- a/intern/cycles/kernel/shaders/node_fresnel.osl
+++ b/intern/cycles/kernel/shaders/node_fresnel.osl
@@ -23,7 +23,7 @@ shader node_fresnel(
output float Fac = 0.0)
{
float f = max(IOR, 1e-5);
- float eta = backfacing() ? 1.0 / f: f;
+ float eta = backfacing() ? 1.0 / f : f;
float cosi = dot(I, Normal);
Fac = fresnel_dielectric_cos(cosi, eta);
}
diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
index 96934199621..b3d6133553b 100644
--- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
@@ -26,7 +26,7 @@ shader node_glass_bsdf(
output closure color BSDF = 0)
{
float f = max(IOR, 1e-5);
- float eta = backfacing() ? 1.0 / f: f;
+ float eta = backfacing() ? 1.0 / f : f;
float cosi = dot(I, Normal);
float Fr = fresnel_dielectric_cos(cosi, eta);
diff --git a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
index f87b3a5dd86..4a32415b482 100644
--- a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
@@ -25,7 +25,7 @@ shader node_refraction_bsdf(
output closure color BSDF = 0)
{
float f = max(IOR, 1e-5);
- float eta = backfacing() ? 1.0 / f: f;
+ float eta = backfacing() ? 1.0 / f : f;
if (distribution == "Sharp")
BSDF = Color * refraction(Normal, eta);