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authorCampbell Barton <ideasman42@gmail.com>2012-10-23 15:47:23 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-23 15:47:23 +0400
commit9c58865d201372ddd615f1f9b36d37cbc6937b98 (patch)
tree3da4fe35629767650f03a46c9585e29de072cd33 /intern
parentb518197db7fd63f878c4360312c47f15b61f780a (diff)
code cleanup: remove $Id's that crept back in, also osl style edits
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl2
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_point.osl2
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl2
-rw-r--r--intern/cycles/kernel/osl/nodes/node_image_texture.osl46
-rw-r--r--intern/cycles/kernel/osl/nodes/node_light_falloff.osl4
5 files changed, 28 insertions, 28 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl
index 419e93e1518..32ef430d93b 100644
--- a/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl
@@ -27,7 +27,7 @@ shader node_convert_from_normal(
output point Point = point(0.0, 0.0, 0.0))
{
Val = (Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0);
- ValInt = (int)((Normal[0] + Normal[1] + Normal[2])*(1.0/3.0));
+ ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
Vector = vector(Normal[0], Normal[1], Normal[2]);
Color = color(Normal[0], Normal[1], Normal[2]);
Point = point(Normal[0], Normal[1], Normal[2]);
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl
index cedd200f088..a9435c8abf4 100644
--- a/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl
@@ -27,7 +27,7 @@ shader node_convert_from_point(
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);
- ValInt = (int)((Normal[0] + Normal[1] + Normal[2])*(1.0/3.0));
+ ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
Vector = vector(Point[0], Point[1], Point[2]);
Color = color(Point[0], Point[1], Point[2]);
Normal = normal(Point[0], Point[1], Point[2]);
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl
index a9f43a40074..4516f92c753 100644
--- a/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl
@@ -27,7 +27,7 @@ shader node_convert_from_vector(
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = (Vector[0] + Vector[1] + Vector[2]) * (1.0 / 3.0);
- ValInt = (int)((Normal[0] + Normal[1] + Normal[2])*(1.0/3.0));
+ ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
Color = color(Vector[0], Vector[1], Vector[2]);
Point = point(Vector[0], Vector[1], Vector[2]);
Normal = normal(Vector[0], Vector[1], Vector[2]);
diff --git a/intern/cycles/kernel/osl/nodes/node_image_texture.osl b/intern/cycles/kernel/osl/nodes/node_image_texture.osl
index 2ca7e682a35..6393605e6b5 100644
--- a/intern/cycles/kernel/osl/nodes/node_image_texture.osl
+++ b/intern/cycles/kernel/osl/nodes/node_image_texture.osl
@@ -23,7 +23,7 @@ color image_texture_lookup(string filename, string color_space, float u, float v
{
color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha);
- if(color_space == "sRGB")
+ if (color_space == "sRGB")
rgb = color_srgb_to_scene_linear(rgb);
return rgb;
@@ -38,10 +38,10 @@ shader node_image_texture(
output color Color = color(0.0, 0.0, 0.0),
output float Alpha = 1.0)
{
- if(projection == "Flat") {
+ if (projection == "Flat") {
Color = image_texture_lookup(filename, color_space, Vector[0], Vector[1], Alpha);
}
- else if(projection == "Box") {
+ else if (projection == "Box") {
/* object space normal */
vector Nob = transform("world", "object", N);
@@ -57,44 +57,44 @@ shader node_image_texture(
* the Nxyz values are the barycentric coordinates in an equilateral
* triangle, which in case of blending, in the middle has a smaller
* equilateral triangle where 3 textures blend. this divides things into
- * 7 zones, with an if() test for each zone */
+ * 7 zones, with an if () test for each zone */
vector weight = vector(0.0, 0.0, 0.0);
float blend = projection_blend;
float limit = 0.5*(1.0 + blend);
/* first test for corners with single texture */
- if(Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
+ if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
weight[0] = 1.0;
}
- else if(Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
+ else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
weight[1] = 1.0;
}
- else if(Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
+ else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
weight[2] = 1.0;
}
- else if(blend > 0.0) {
+ else if (blend > 0.0) {
/* in case of blending, test for mixes between two textures */
- if(Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
- weight[0] = Nob[0]/(Nob[0] + Nob[1]);
- weight[0] = clamp((weight[0] - 0.5*(1.0 - blend))/blend, 0.0, 1.0);
+ if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
+ weight[0] = Nob[0] / (Nob[0] + Nob[1]);
+ weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[1] = 1.0 - weight[0];
}
- else if(Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
- weight[1] = Nob[1]/(Nob[1] + Nob[2]);
- weight[1] = clamp((weight[1] - 0.5*(1.0 - blend))/blend, 0.0, 1.0);
+ else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
+ weight[1] = Nob[1] / (Nob[1] + Nob[2]);
+ weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[2] = 1.0 - weight[1];
}
- else if(Nob[1] < (1.0 - limit)*(Nob[0] + Nob[2])) {
- weight[0] = Nob[0]/(Nob[0] + Nob[2]);
- weight[0] = clamp((weight[0] - 0.5*(1.0 - blend))/blend, 0.0, 1.0);
+ else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) {
+ weight[0] = Nob[0] / (Nob[0] + Nob[2]);
+ weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[2] = 1.0 - weight[0];
}
else {
/* last case, we have a mix between three */
- weight[0] = ((2.0 - limit)*Nob[0] + (limit - 1.0))/(2.0*limit - 1.0);
- weight[1] = ((2.0 - limit)*Nob[1] + (limit - 1.0))/(2.0*limit - 1.0);
- weight[2] = ((2.0 - limit)*Nob[2] + (limit - 1.0))/(2.0*limit - 1.0);
+ weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0);
+ weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0);
+ weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0);
}
}
@@ -103,15 +103,15 @@ shader node_image_texture(
float tmp_alpha;
- if(weight[0] > 0.0) {
+ if (weight[0] > 0.0) {
Color += weight[0]*image_texture_lookup(filename, color_space, Vector[1], Vector[2], tmp_alpha);
Alpha += weight[0]*tmp_alpha;
}
- if(weight[1] > 0.0) {
+ if (weight[1] > 0.0) {
Color += weight[1]*image_texture_lookup(filename, color_space, Vector[0], Vector[2], tmp_alpha);
Alpha += weight[1]*tmp_alpha;
}
- if(weight[2] > 0.0) {
+ if (weight[2] > 0.0) {
Color += weight[2]*image_texture_lookup(filename, color_space, Vector[1], Vector[0], tmp_alpha);
Alpha += weight[2]*tmp_alpha;
}
diff --git a/intern/cycles/kernel/osl/nodes/node_light_falloff.osl b/intern/cycles/kernel/osl/nodes/node_light_falloff.osl
index fd68594a1d8..3877b6d5bdc 100644
--- a/intern/cycles/kernel/osl/nodes/node_light_falloff.osl
+++ b/intern/cycles/kernel/osl/nodes/node_light_falloff.osl
@@ -29,9 +29,9 @@ shader node_light_falloff(
float strength = Strength;
getattribute("std::ray_length", ray_length);
- if(Smooth > 0.0) {
+ if (Smooth > 0.0) {
float squared = ray_length*ray_length;
- strength *= squared/(Smooth + squared);
+ strength *= squared / (Smooth + squared);
}
/* Quadratic */