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author | Campbell Barton <ideasman42@gmail.com> | 2017-06-02 08:38:04 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-06-02 08:38:04 +0300 |
commit | 0d8bf4bf947d84cdfc6e2b221ddb03c7f8d2114b (patch) | |
tree | d8a4fd731666fc8262483f99bef5f083d168cc39 /source/blender/gpu/shaders | |
parent | e1910ac6eda621f4f3670995779fa8a506331cf9 (diff) |
Cleanup: style
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 5c52b7fd153..f6b39d77dc7 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3032,10 +3032,10 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bi float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0); float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); - if(min_dist >= mortar_size) { + if (min_dist >= mortar_size) { return vec2(tint, 0.0); } - else if(mortar_smooth == 0.0) { + else if (mortar_smooth == 0.0) { return vec2(tint, 1.0); } else { |