diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:12:26 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:23:25 +0300 |
commit | 0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch) | |
tree | 0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/draw/engines/eevee/shaders | |
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')
8 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index 44f22848c2f..598cc3e5183 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -147,7 +147,7 @@ void main() make_orthonormal_basis(N, T, B); /* Generate tangent space */ /* Planar Reflections */ - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { PlanarData pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0); @@ -504,7 +504,7 @@ void main() /* Find Planar Reflections affecting this pixel */ PlanarData pd; float planar_index; - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0); diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 7edb0053da7..86f53522bc6 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -141,7 +141,7 @@ void main(void) rand.xy *= fast_sqrt(rand.z); vec3 accum = vec3(0.0); - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; /* Only shadowed light can produce translucency */ diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl index 37b02a2130f..296c1581545 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl @@ -64,7 +64,7 @@ void main() float weight_accum = 0.0; vec3 sh = vec3(0.0); - for (int face = 0; face < 6; ++face) { + for (int face = 0; face < 6; face++) { for (float x = halfpix; x < 1.0; x += pixstep) { for (float y = halfpix; y < 1.0; y += pixstep) { float weight, coef; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl index e10cb5f4999..f8bc1703c66 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl @@ -37,7 +37,7 @@ void main() fFace = face[0]; gl_Layer = Layer + fFace; - for (int v = 0; v < 3; ++v) { + for (int v = 0; v < 3; v++) { gl_Position = vPos[v]; worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace]; #ifdef USE_ATTR diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 56c05e3c036..ab205b78274 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -233,7 +233,7 @@ void fallback_cubemap(vec3 N, #endif /* Starts at 1 because 0 is world probe */ - for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) { + for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; i++) { float fade = probe_attenuation_cube(i, W); if (fade > 0.0) { @@ -262,7 +262,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) vec3 irradiance_accum = vec3(0.0); /* For each neighbor cells */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index f55b42eb148..3774054659d 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -234,7 +234,7 @@ void CLOSURE_NAME(vec3 N vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition))); - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */ @@ -304,7 +304,7 @@ void CLOSURE_NAME(vec3 N /* Planar Reflections */ /* ---------------------------- */ - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) { PlanarData pd = planars_data[i]; /* Fade on geometric normal. */ @@ -380,7 +380,7 @@ void CLOSURE_NAME(vec3 N # endif /* Starts at 1 because 0 is world probe */ - for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) { + for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) { float fade = probe_attenuation_cube(i, worldPosition); if (fade > 0.0) { @@ -515,7 +515,7 @@ void CLOSURE_NAME(vec3 N /* Irradiance Grids */ /* ---------------------------- */ /* Start at 1 because 0 is world irradiance */ - for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) { + for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) { GridData gd = grids_data[i]; vec3 localpos; 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; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl index d345cd5c808..9621fa1cc0d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl @@ -38,7 +38,7 @@ void main() phase_function_isotropic(); #ifdef VOLUME_LIGHTING /* Lights */ - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; |