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author | Campbell Barton <ideasman42@gmail.com> | 2015-03-02 03:00:22 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2015-03-02 03:05:34 +0300 |
commit | 56935e23c491db3d1a0b0d1053f82e30af65bd6b (patch) | |
tree | 8a6f29ea62b0180515d15541fd019ec5d2e0a025 /source/blender/gpu/intern/gpu_compositing.c | |
parent | 2058505da4e52d9fe1920ab11935dfdf99c1edbc (diff) |
cleanup: float/double promotion, redundant casts
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index f6bb54192cc..511167b775a 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -719,14 +719,14 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str /* we want radius here for the aperture number */ float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop; - dof_params[0] = aperture * fabs(scale_camera * fx_dof->focal_length / ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length)); + dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length / ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length)); dof_params[1] = fx_dof->focus_distance / scale; dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor); dof_params[3] = 0.0f; /* DOF effect has many passes but most of them are performed on a texture whose dimensions are 4 times less than the original - * (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based - * on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */ + * (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based + * on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */ dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp); dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp); dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp); |