diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-06-03 17:13:11 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-06-03 17:14:05 +0300 |
commit | 95f5272bda9e2824bb5e5ee8fd525029331eb5f5 (patch) | |
tree | 7ed4fdca7cee8e13d259f61b6934fe57b9d8fee0 /source/blender/draw/engines/eevee | |
parent | 7b28a31f2c3a6bd28b465f6a48d9ee064ecb5176 (diff) |
Cleanup: style, use braces in draw
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 24 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl | 3 |
2 files changed, 18 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 0c08082f50b..97b0f079500 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -225,26 +225,34 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) fprintf(f, "\t{\n\t\t"); for (int i = 0; i < w * h * 3; i += 3) { fprintf(f, "%ff,", data[i]); - if (((i / 3) + 1) % 12 == 0) + if (((i / 3) + 1) % 12 == 0) { fprintf(f, "\n\t\t"); - else + } + else { fprintf(f, " "); + } } fprintf(f, "\n\t},\n"); # else for (int i = 0; i < w * h * 3; i += 3) { - if (data[i] < 0.01) + if (data[i] < 0.01) { printf(" "); - else if (data[i] < 0.3) + } + else if (data[i] < 0.3) { printf("."); - else if (data[i] < 0.6) + } + else if (data[i] < 0.6) { printf("+"); - else if (data[i] < 0.9) + } + else if (data[i] < 0.9) { printf("%%"); - else + } + else { printf("#"); - if ((i / 3 + 1) % 64 == 0) + } + if ((i / 3 + 1) % 64 == 0) { printf("\n"); + } } # endif 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)); |