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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-23 11:31:36 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-23 11:31:36 +0300 |
commit | caec6f3d418c1e2d17f708f1de33b23008045870 (patch) | |
tree | a95ded97003774d492214d83cbcffe018c656b6c /source/blender/gpu/shaders/gpu_shader_vertex.glsl | |
parent | a830280688b43e9c73e5a16dbe9d180720eb624f (diff) |
Code cleanup, stick closer to a blender code style in GLSL shader
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_vertex.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_vertex.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl index 7e332706695..5824d5a80db 100644 --- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl @@ -29,7 +29,7 @@ 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 |