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authorCampbell Barton <ideasman42@gmail.com>2012-03-07 08:53:43 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-07 08:53:43 +0400
commit46045fbb09684ebc74835168ff4c5924261e3fc0 (patch)
treed233bc2baea422008e5f330ff457291907a387bc /source/blender/gpu
parent71e5edeb6a769e2fd861f5fe374e75391415402a (diff)
style cleanup - braces & else / if's
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_material.c18
1 files changed, 8 insertions, 10 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 0ddaf07c67e..c59af3cc7fb 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1053,23 +1053,21 @@ static void do_material_tex(GPUShadeInput *shi)
if(mtex->norfac < 0.0f)
GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor);
- if(mtex->normapspace == MTEX_NSPACE_TANGENT)
- {
- if(iFirstTimeNMap!=0)
- {
+ if (mtex->normapspace == MTEX_NSPACE_TANGENT) {
+ if (iFirstTimeNMap != 0) {
// use unnormalized normal (this is how we bake it - closer to gamedev)
GPUNodeLink *vNegNorm;
GPU_link(mat, "vec_math_negate", GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm);
GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor);
iFirstTimeNMap = 0;
}
- else // otherwise use accumulated perturbations
- {
+ else { /* otherwise use accumulated perturbations */
GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
}
}
- else
+ else {
newnor = tnor;
+ }
norfac = minf(fabsf(mtex->norfac), 1.0f);
@@ -1085,7 +1083,8 @@ static void do_material_tex(GPUShadeInput *shi)
GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn);
}
- } else if( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) || found_deriv_map) {
+ }
+ else if( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) || found_deriv_map) {
/* ntap bumpmap image */
int iBumpSpace;
float ima_x, ima_y;
@@ -1120,8 +1119,7 @@ static void do_material_tex(GPUShadeInput *shi)
// to inverting the bump map. Should this ever change
// this negate must be removed.
norfac = -hScale * mtex->norfac;
- if(found_deriv_map)
- {
+ if (found_deriv_map) {
float fVirtDim = sqrtf(fabsf(ima_x*mtex->size[0]*ima_y*mtex->size[1]));
norfac /= MAX2(fVirtDim, FLT_EPSILON);
}