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authorCampbell Barton <ideasman42@gmail.com>2017-10-07 07:57:14 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-10-07 07:57:14 +0300
commitadfbf276a15346c38cc6b7652191c005b9a3ae9b (patch)
tree6f7d27e9adb8c15d3021c8276d6c577a0e5746ba /source/blender/gpu/intern/gpu_matrix.c
parent37b457221ec77b485b6e65537ac2db7fd8107e6d (diff)
Cleanup: style, duplicate includes
Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.c')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 11575d8062c..b6214f2778b 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -574,33 +574,33 @@ void gpuBindMatrices(const Gwn_ShaderInterface *shaderface)
const Gwn_ShaderInput *P_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION_INV);
if (MV) {
- #if DEBUG_MATRIX_BIND
+#if DEBUG_MATRIX_BIND
puts("setting MV matrix");
- #endif
+#endif
glUniformMatrix4fv(MV->location, 1, GL_FALSE, (const float *)gpuGetModelViewMatrix(NULL));
}
if (P) {
- #if DEBUG_MATRIX_BIND
+#if DEBUG_MATRIX_BIND
puts("setting P matrix");
- #endif
+#endif
glUniformMatrix4fv(P->location, 1, GL_FALSE, (const float *)gpuGetProjectionMatrix(NULL));
}
if (MVP) {
- #if DEBUG_MATRIX_BIND
+#if DEBUG_MATRIX_BIND
puts("setting MVP matrix");
- #endif
+#endif
glUniformMatrix4fv(MVP->location, 1, GL_FALSE, (const float *)gpuGetModelViewProjectionMatrix(NULL));
}
if (N) {
- #if DEBUG_MATRIX_BIND
+#if DEBUG_MATRIX_BIND
puts("setting normal matrix");
- #endif
+#endif
glUniformMatrix3fv(N->location, 1, GL_FALSE, (const float *)gpuGetNormalMatrix(NULL));
}
@@ -609,14 +609,14 @@ void gpuBindMatrices(const Gwn_ShaderInterface *shaderface)
Mat4 m;
gpuGetModelViewMatrix(m);
invert_m4(m);
- glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float*) m);
+ glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float *)m);
}
if (P_inv) {
Mat4 m;
gpuGetProjectionMatrix(m);
invert_m4(m);
- glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float*) m);
+ glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float *)m);
}
state.dirty = false;