diff options
author | Campbell Barton <ideasman42@gmail.com> | 2015-02-11 10:38:41 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2015-02-11 10:39:28 +0300 |
commit | d4934f8f6d8d2da457adb6dd32047eb1627459a0 (patch) | |
tree | 246012077cd959563ca372767c319dbbc3345f50 /source/blender/gpu/intern/gpu_material.c | |
parent | 387d91829d787ac96afbb2b3f86899e0e3346222 (diff) |
cleanup: style/indentation
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 41049e8430a..f8499ca2d34 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -2128,18 +2128,18 @@ GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **co if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { GPU_link(mat, "shadows_only_vsm", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), - GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), - GPU_uniform(lamp->shadow_color), inp, shadow); + GPU_builtin(GPU_VIEW_POSITION), + GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), + GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), + GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), + GPU_uniform(lamp->shadow_color), inp, shadow); } else { GPU_link(mat, "shadows_only", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), - GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, shadow); + GPU_builtin(GPU_VIEW_POSITION), + GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), + GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), + GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, shadow); } } else { |