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authorCampbell Barton <ideasman42@gmail.com>2019-03-25 03:42:28 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-25 03:42:28 +0300
commitabd18f6ec0631b0a03bc7730e3241c5e2b61a788 (patch)
treeb40e725936e9154713c568603cfcaff9dfb6204c /source/blender/draw
parente86e0aad55675a5c4473d0538146dbccda7613e8 (diff)
Cleanup: style
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c3
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c6
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl6
5 files changed, 16 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index 91a4ca99f7e..afd219fb831 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -26,9 +26,10 @@ uniform vec2 nearFar; /* Near & far view depths values */
/* divide by sensor size to get the normalized size */
#define calculate_coc(zdepth) (dof_mul / zdepth - dof_bias)
-#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
- ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
- : z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */
+#define linear_depth(z) \
+ ((ProjectionMatrix[3][3] == 0.0) ? \
+ (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \
+ z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */
#define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0)));
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 5e4e594ecb5..1fb7a9cec46 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -31,9 +31,10 @@ float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
/* divide by sensor size to get the normalized size */
#define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize)
-#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
- ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
- : (z * 2.0 - 1.0) * nearFar.y)
+#define linear_depth(z) \
+ ((ProjectionMatrix[3][3] == 0.0) ? \
+ (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \
+ (z * 2.0 - 1.0) * nearFar.y)
const float MAX_COC_SIZE = 100.0;
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index dfd8152ae06..4afc692455c 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -264,8 +264,7 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
{
- wpd->prepass_solid_sh
- = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
+ wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg);
wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg);
wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg);
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index 7696ce4707b..83dfdd3284f 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -155,13 +155,15 @@ static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata))
}
}
-static DRWShadingGroup* create_texture_paint_shading_group(PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp)
+static DRWShadingGroup *create_texture_paint_shading_group(
+ PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp)
{
Scene *scene = draw_ctx->scene;
const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL;
- DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled?e_data.image_masking_sh:e_data.image_sh, psl->image_faces);
+ DRWShadingGroup *grp = DRW_shgroup_create(
+ masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
DRW_shgroup_uniform_texture(grp, "image", texture);
DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index 982ef2ca801..c43ae6073c6 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -78,9 +78,9 @@ void main()
/* Facing based color blend */
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
- vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
- ? normalize(vpos.xyz)
- : vec3(0.0, 0.0, 1.0);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ?
+ normalize(vpos.xyz) :
+ vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.3;