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authorCampbell Barton <campbell@blender.org>2022-08-16 03:30:23 +0300
committerCampbell Barton <campbell@blender.org>2022-08-16 03:38:26 +0300
commitc4eb70e54390083a8f2d98fa1eeed68eaeafa5ff (patch)
tree56fbe2334ac744c8682186db26106351c028379d /source/blender/draw
parent75e652027c6b1c248d1c4d3f394579ffc1a46d14 (diff)
Cleanup: format
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_motion_blur.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl2
-rw-r--r--source/blender/draw/intern/draw_manager_data.c2
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl2
9 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
index 3700076153e..afabeb8b729 100644
--- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
@@ -765,4 +765,4 @@ void DepthOfField::render(GPUTexture **input_tx,
/** \} */
-} // namespace blender::eevee \ No newline at end of file
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
index 660eb9f1e22..d9545e2e972 100644
--- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
@@ -259,4 +259,4 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
/** \} */
-} // namespace blender::eevee \ No newline at end of file
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
index 67e6c8ec7d2..49c93ca63cd 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
@@ -134,8 +134,8 @@ void main()
{
/**
* NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
- * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined
- * value and tile border will be noticeable in the final image.
+ * filtering in the resolve pass. Not outputting to a tile means that border texels have
+ * undefined value and tile border will be noticeable in the final image.
*/
cache_init();
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
index 201e8ac9ba1..cf8dd7a36e6 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
@@ -2,8 +2,8 @@
/**
* Gather pass: Convolve foreground and background parts in separate passes.
*
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
index 1b42d21ed65..5cdabbc2d4b 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
@@ -2,8 +2,8 @@
/**
* Holefill pass: Gather background parts where foreground is present.
*
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
index 5c50a2252bd..9d231c6bd37 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -51,4 +51,4 @@ void main()
out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
out_debug_color_mul = color;
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index abccbd66e80..913d1b4c3f4 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1213,7 +1213,7 @@ static void sculpt_debug_cb(
if (flag & PBVH_Leaf) {
int color = (*debug_node_nr)++;
color += BKE_pbvh_debug_draw_gen_get(node);
-
+
DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR(color));
}
#endif
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
index fe608816109..4e0d980637f 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
@@ -130,4 +130,4 @@ void main()
/* Transparent Background for ease of read. */
out_color = vec4(0, 0, 0, 0.2);
}
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
index c8fc3815436..f67e9d3f9e0 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -26,4 +26,4 @@ void main()
gl_Position = vec4(
pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1);
gl_PointSize = char_size;
-} \ No newline at end of file
+}