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authorCampbell Barton <ideasman42@gmail.com>2013-03-31 07:28:46 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-03-31 07:28:46 +0400
commite8d532f1dde96c40c1407d39260724fcfee0b606 (patch)
tree36264f1310ab0dd9af959d09373e7ad6a5e13126 /source/blender/gpu/shaders
parent2c58e96685e80e4e12dfad56ed3bb51fa3824197 (diff)
style cleanup
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_frag.glsl2
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 4fc04175bba..147d002475b 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -93,7 +93,7 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
float srgb_to_linearrgb(float c)
{
if(c < 0.04045)
- return (c < 0.0)? 0.0: c * (1.0/12.92);
+ return (c < 0.0) ? 0.0: c * (1.0 / 12.92);
else
return pow((c + 0.055)*(1.0/1.055), 2.4);
}
@@ -101,7 +101,7 @@ float srgb_to_linearrgb(float c)
float linearrgb_to_srgb(float c)
{
if(c < 0.0031308)
- return (c < 0.0)? 0.0: c * 12.92;
+ return (c < 0.0) ? 0.0: c * 12.92;
else
return 1.055 * pow(c, 1.0/2.4) - 0.055;
}
@@ -2098,7 +2098,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
float eta = max(ior, 0.00001);
- result = fresnel_dielectric(I, N, eta); //backfacing()? 1.0/eta: eta);
+ result = fresnel_dielectric(I, N, eta); //backfacing() ? 1.0/eta: eta);
}
/* geometry */
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
index 9610e0cf5aa..94c73d9e248 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
@@ -70,7 +70,7 @@ void main()
#ifndef NO_SPECULAR
/* view vector computation, depends on orthographics or perspective */
- vec3 V = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(varying_position): vec3(0.0, 0.0, -1.0);
+ vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position): vec3(0.0, 0.0, -1.0);
#endif
for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {