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author | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:12:26 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:23:25 +0300 |
commit | 0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch) | |
tree | 0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl | |
parent | ab823176d31dc155645de733f1cd4fbd6ad74592 (diff) |
Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index acd1e58ff97..1ae6a258d3d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -39,7 +39,7 @@ void main() /* Without compute shader and arbitrary write we need to * accumulate from the beginning of the ray for each cell. */ float integration_end = float(slice); - for (int i = 0; i < slice; ++i) { + for (int i = 0; i < slice; i++) { ivec3 volume_cell = ivec3(gl_FragCoord.xy, i); vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb; |