diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-03-31 07:28:46 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2013-03-31 07:28:46 +0400 |
commit | e8d532f1dde96c40c1407d39260724fcfee0b606 (patch) | |
tree | 36264f1310ab0dd9af959d09373e7ad6a5e13126 /source/blender/nodes/shader | |
parent | 2c58e96685e80e4e12dfad56ed3bb51fa3824197 (diff) |
style cleanup
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_geom.c | 2 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_math.c | 24 |
2 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_geom.c b/source/blender/nodes/shader/nodes/node_shader_geom.c index 40ba2cca4e5..a99d9b0cf56 100644 --- a/source/blender/nodes/shader/nodes/node_shader_geom.c +++ b/source/blender/nodes/shader/nodes/node_shader_geom.c @@ -116,7 +116,7 @@ static void node_shader_exec_geom(void *data, int UNUSED(thread), bNode *node, b } /* front/back, normal flipping was stored */ - out[GEOM_OUT_FRONTBACK]->vec[0] = (shi->flippednor)? 0.0f: 1.0f; + out[GEOM_OUT_FRONTBACK]->vec[0] = (shi->flippednor) ? 0.0f : 1.0f; } } diff --git a/source/blender/nodes/shader/nodes/node_shader_math.c b/source/blender/nodes/shader/nodes/node_shader_math.c index 31a1501bc3f..c3e2fc54c78 100644 --- a/source/blender/nodes/shader/nodes/node_shader_math.c +++ b/source/blender/nodes/shader/nodes/node_shader_math.c @@ -94,14 +94,14 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode { if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ /* Can't do the impossible... */ - if ( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 ) + if (in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1) out[0]->vec[0] = asin(in[0]->vec[0]); else out[0]->vec[0] = 0.0; } else { /* Can't do the impossible... */ - if ( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 ) + if (in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1) out[0]->vec[0] = asin(in[1]->vec[0]); else out[0]->vec[0] = 0.0; @@ -112,14 +112,14 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode { if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ /* Can't do the impossible... */ - if ( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 ) + if (in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1) out[0]->vec[0] = acos(in[0]->vec[0]); else out[0]->vec[0] = 0.0; } else { /* Can't do the impossible... */ - if ( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 ) + if (in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1) out[0]->vec[0] = acos(in[1]->vec[0]); else out[0]->vec[0] = 0.0; @@ -137,7 +137,7 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode case 10: /* Power */ { /* Only raise negative numbers by full integers */ - if ( in[0]->vec[0] >= 0 ) { + if (in[0]->vec[0] >= 0) { out[0]->vec[0] = pow(in[0]->vec[0], in[1]->vec[0]); } else { @@ -157,7 +157,7 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode case 11: /* Logarithm */ { /* Don't want any imaginary numbers... */ - if ( in[0]->vec[0] > 0 && in[1]->vec[0] > 0 ) + if (in[0]->vec[0] > 0 && in[1]->vec[0] > 0) out[0]->vec[0] = log(in[0]->vec[0]) / log(in[1]->vec[0]); else out[0]->vec[0] = 0.0; @@ -165,7 +165,7 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode break; case 12: /* Minimum */ { - if ( in[0]->vec[0] < in[1]->vec[0] ) + if (in[0]->vec[0] < in[1]->vec[0]) out[0]->vec[0] = in[0]->vec[0]; else out[0]->vec[0] = in[1]->vec[0]; @@ -173,7 +173,7 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode break; case 13: /* Maximum */ { - if ( in[0]->vec[0] > in[1]->vec[0] ) + if (in[0]->vec[0] > in[1]->vec[0]) out[0]->vec[0] = in[0]->vec[0]; else out[0]->vec[0] = in[1]->vec[0]; @@ -182,14 +182,14 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode case 14: /* Round */ { if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */ - out[0]->vec[0] = (in[0]->vec[0]<0)?(int)(in[0]->vec[0] - 0.5f):(int)(in[0]->vec[0] + 0.5f); + out[0]->vec[0] = (in[0]->vec[0] < 0) ? (int)(in[0]->vec[0] - 0.5f) : (int)(in[0]->vec[0] + 0.5f); else - out[0]->vec[0] = (in[1]->vec[0]<0)?(int)(in[1]->vec[0] - 0.5f):(int)(in[1]->vec[0] + 0.5f); + out[0]->vec[0] = (in[1]->vec[0] < 0) ? (int)(in[1]->vec[0] - 0.5f) : (int)(in[1]->vec[0] + 0.5f); } break; case 15: /* Less Than */ { - if ( in[0]->vec[0] < in[1]->vec[0] ) + if (in[0]->vec[0] < in[1]->vec[0]) out[0]->vec[0] = 1.0f; else out[0]->vec[0] = 0.0f; @@ -197,7 +197,7 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode break; case 16: /* Greater Than */ { - if ( in[0]->vec[0] > in[1]->vec[0] ) + if (in[0]->vec[0] > in[1]->vec[0]) out[0]->vec[0] = 1.0f; else out[0]->vec[0] = 0.0f; |