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authorCampbell Barton <ideasman42@gmail.com>2018-05-26 11:41:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-05-26 12:05:23 +0300
commit6ebcf98943ee4a65b7d05be822fa99f7876d5036 (patch)
treebf2d40a48b9d6ec27933553669ba871127a9b86b /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
parent3e3f6754b4ec828b5d970766bc336fcad2990e64 (diff)
Cleanup: whitespace, long lines, duplicate include
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index aa1dda6b3b5..d035a4329b1 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -61,7 +61,8 @@ float refine_isect(float prev_delta, float curr_delta)
return saturate(prev_delta / (prev_delta - curr_delta));
}
-void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
+void prepare_raycast(
+ vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
{
/* Negate the ray direction if it goes towards the camera.
* This way we don't need to care if the projected point