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authorCampbell Barton <ideasman42@gmail.com>2012-03-24 10:38:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-24 10:38:07 +0400
commitab4a2aaf4a4b2b4e416aa1f113b30362cbe0dec3 (patch)
tree81af4c18519181490074508dbe9a8d515eab634f /source/blender/nodes/shader/nodes/node_shader_vectMath.c
parent5a90ea77bc1333efe4e1e54984a080550ed3f707 (diff)
style cleanup: follow style guide for formatting of if/for/while loops, and else if's
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vectMath.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectMath.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
index 75dbff11b6e..9b57780cd9d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
@@ -54,39 +54,39 @@ static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeSta
nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);
- if(node->custom1 == 0) { /* Add */
+ if (node->custom1 == 0) { /* Add */
out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
}
- else if(node->custom1 == 1) { /* Subtract */
+ else if (node->custom1 == 1) { /* Subtract */
out[0]->vec[0]= vec1[0] - vec2[0];
out[0]->vec[1]= vec1[1] - vec2[1];
out[0]->vec[2]= vec1[2] - vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
}
- else if(node->custom1 == 2) { /* Average */
+ else if (node->custom1 == 2) { /* Average */
out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
- else if(node->custom1 == 3) { /* Dot product */
+ else if (node->custom1 == 3) { /* Dot product */
out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
}
- else if(node->custom1 == 4) { /* Cross product */
+ else if (node->custom1 == 4) { /* Cross product */
out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
- else if(node->custom1 == 5) { /* Normalize */
- if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ else if (node->custom1 == 5) { /* Normalize */
+ if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= vec1[0];
out[0]->vec[1]= vec1[1];
out[0]->vec[2]= vec1[2];
@@ -118,7 +118,7 @@ static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in,
GPU_socket(&in[0]), GPU_socket(&in[1]));
break;
case 5:
- if(in[0].hasinput || !in[1].hasinput)
+ if (in[0].hasinput || !in[1].hasinput)
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
else
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));