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authorCampbell Barton <ideasman42@gmail.com>2017-06-02 08:38:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-06-02 08:38:04 +0300
commit0d8bf4bf947d84cdfc6e2b221ddb03c7f8d2114b (patch)
treed8a4fd731666fc8262483f99bef5f083d168cc39 /source/blender/gpu
parente1910ac6eda621f4f3670995779fa8a506331cf9 (diff)
Cleanup: style
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
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 {