diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-11-20 18:31:58 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-11-20 18:31:58 +0400 |
commit | 68e9fdeb810e1665c1415abffc43ba3e2030e88d (patch) | |
tree | 525c25c2712187be90d49a469d5db452af9cf5c3 /intern | |
parent | f92359cc2998126395ff772f1f0d20867c058be0 (diff) |
code cleanup: comment unused members of bmesh operator slots and some osl style edits.
Diffstat (limited to 'intern')
-rw-r--r-- | intern/cycles/kernel/shaders/node_sky_texture.osl | 6 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_ward_bsdf.osl | 12 |
2 files changed, 9 insertions, 9 deletions
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl index 932fb1e2f17..98986ba1d65 100644 --- a/intern/cycles/kernel/shaders/node_sky_texture.osl +++ b/intern/cycles/kernel/shaders/node_sky_texture.osl @@ -43,9 +43,9 @@ color xyY_to_xyz(float x, float y, float Y) color xyz_to_rgb(float x, float y, float z) { - return color(3.240479 * x + -1.537150 * y + -0.498535 * z, - -0.969256 * x + 1.875991 * y + 0.041556 * z, - 0.055648 * x + -0.204043 * y + 1.057311 * z); + return color( 3.240479 * x + -1.537150 * y + -0.498535 * z, + -0.969256 * x + 1.875991 * y + 0.041556 * z, + 0.055648 * x + -0.204043 * y + 1.057311 * z); } float sky_angle_between(float thetav, float phiv, float theta, float phi) diff --git a/intern/cycles/kernel/shaders/node_ward_bsdf.osl b/intern/cycles/kernel/shaders/node_ward_bsdf.osl index e5c6f0ad705..82ce15ab9b6 100644 --- a/intern/cycles/kernel/shaders/node_ward_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_ward_bsdf.osl @@ -30,20 +30,20 @@ shader node_ward_bsdf( /* rotate tangent around normal */ vector T = Tangent; - if(Rotation != 0.0) + if (Rotation != 0.0) T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal); /* compute roughness */ float RoughnessU, RoughnessV; float aniso = clamp(Anisotropy, -0.99, 0.99); - if(aniso < 0.0) { - RoughnessU = Roughness/(1.0 + aniso); - RoughnessV = Roughness*(1.0 + aniso); + if (aniso < 0.0) { + RoughnessU = Roughness / (1.0 + aniso); + RoughnessV = Roughness * (1.0 + aniso); } else { - RoughnessU = Roughness*(1.0 - aniso); - RoughnessV = Roughness/(1.0 - aniso); + RoughnessU = Roughness * (1.0 - aniso); + RoughnessV = Roughness / (1.0 - aniso); } BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV); |