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authorSergey Sharybin <sergey.vfx@gmail.com>2016-05-23 11:31:36 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-05-23 11:31:36 +0300
commitcaec6f3d418c1e2d17f708f1de33b23008045870 (patch)
treea95ded97003774d492214d83cbcffe018c656b6c /source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
parenta830280688b43e9c73e5a16dbe9d180720eb624f (diff)
Code cleanup, stick closer to a blender code style in GLSL shader
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_basic_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
index 04900001998..cef28ea3026 100644
--- a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
@@ -39,7 +39,7 @@ void main()
#ifdef CLIP_WORKAROUND
int i;
- for(i = 0; i < 6; i++)
+ for (i = 0; i < 6; i++)
gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
#elif !defined(GPU_ATI)
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA