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authorCampbell Barton <ideasman42@gmail.com>2013-06-22 14:59:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-06-22 14:59:30 +0400
commitdfbbac9b94bf01b56b47f6b18c634f1b5121328f (patch)
tree3afdfeb6e2b74dca4a1b93a5c7cf4fb558851d35 /intern
parent5d28a6bb584186940eb34d0d902cd3556c3757fa (diff)
style cleanup
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/shaders/node_bump.osl2
-rw-r--r--intern/cycles/kernel/shaders/node_color.h4
-rw-r--r--intern/cycles/kernel/shaders/node_texture.h6
3 files changed, 6 insertions, 6 deletions
diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl
index 6d0ec51a9da..321306b6c71 100644
--- a/intern/cycles/kernel/shaders/node_bump.osl
+++ b/intern/cycles/kernel/shaders/node_bump.osl
@@ -52,6 +52,6 @@ surface node_bump(
/* compute and output perturbed normal */
NormalOut = normalize(absdet * NormalIn - dist * sign(det) * surfgrad);
- NormalOut = normalize(strength*NormalOut + (1.0 - strength)*NormalIn);
+ NormalOut = normalize(strength * NormalOut + (1.0 - strength) * NormalIn);
}
diff --git a/intern/cycles/kernel/shaders/node_color.h b/intern/cycles/kernel/shaders/node_color.h
index 92bd39b5828..7fdef65f7f0 100644
--- a/intern/cycles/kernel/shaders/node_color.h
+++ b/intern/cycles/kernel/shaders/node_color.h
@@ -50,8 +50,8 @@ color color_scene_linear_to_srgb(color c)
color color_unpremultiply(color c, float alpha)
{
- if(alpha != 1.0 && alpha != 0.0)
- return c/alpha;
+ if (alpha != 1.0 && alpha != 0.0)
+ return c / alpha;
return c;
}
diff --git a/intern/cycles/kernel/shaders/node_texture.h b/intern/cycles/kernel/shaders/node_texture.h
index 0a73c0907d9..645be23c6a5 100644
--- a/intern/cycles/kernel/shaders/node_texture.h
+++ b/intern/cycles/kernel/shaders/node_texture.h
@@ -162,7 +162,7 @@ float safe_noise(point p, int type)
f = noise(p);
/* can happen for big coordinates, things even out to 0.5 then anyway */
- if(!isfinite(f))
+ if (!isfinite(f))
return 0.5;
return f;
@@ -254,12 +254,12 @@ float noise_turbulence(point p, string basis, float details, int hard)
if (hard)
t = fabs(2.0 * t - 1.0);
- float sum2 = sum + t*amp;
+ float sum2 = sum + t * amp;
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
- return (1.0 - rmd)*sum + rmd*sum2;
+ return (1.0 - rmd) * sum + rmd * sum2;
}
else {
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));