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authorCampbell Barton <campbell@blender.org>2022-04-20 02:13:48 +0300
committerCampbell Barton <campbell@blender.org>2022-04-20 03:41:31 +0300
commit42717596d0c8638bd672966c0f1198db8344dcd5 (patch)
treeabd14857c09ba75f7b3c55c7483ec1a3dfb02876 /source/blender/gpu/shaders/material
parentf8f8edbe1a624e3c06b5068435368d122f3b64e5 (diff)
Cleanup: clang-format
Diffstat (limited to 'source/blender/gpu/shaders/material')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl1
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl1
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl1
3 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
index 2885bf4e082..a8b4b039370 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
@@ -1,6 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
-
void node_hair_info(float hair_length,
out float is_strand,
out float intercept,
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl
index 1b1fed9502e..ad3d4737193 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl
@@ -1,6 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
-
void node_point_info(out vec3 position, out float radius, out float random)
{
#ifdef POINTCLOUD_SHADER
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
index 89091316823..da131978f72 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
@@ -1,6 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
-
void node_tex_environment_equirectangular(vec3 co, out vec3 uv)
{
vec3 nco = normalize(co);