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authorCampbell Barton <ideasman42@gmail.com>2019-06-03 17:13:11 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-06-03 17:14:05 +0300
commit95f5272bda9e2824bb5e5ee8fd525029331eb5f5 (patch)
tree7ed4fdca7cee8e13d259f61b6934fe57b9d8fee0 /source/blender/draw/engines/eevee/shaders
parent7b28a31f2c3a6bd28b465f6a48d9ee064ecb5176 (diff)
Cleanup: style, use braces in draw
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 32076b47d8c..944caca6dab 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -232,8 +232,9 @@ void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3
* Page 78 in the .pdf version. */
float gtao_multibounce(float visibility, vec3 albedo)
{
- if (aoBounceFac == 0.0)
+ if (aoBounceFac == 0.0) {
return visibility;
+ }
/* Median luminance. Because Colored multibounce looks bad. */
float lum = dot(albedo, vec3(0.3333));