diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-10-22 12:15:51 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-10-22 12:15:51 +0400 |
commit | ddc2dbc2a47ed2439a62e82ad6fba7d8c9dcae28 (patch) | |
tree | a7ca593a96652e6f0a784b5c6e37ab2c35b07159 /source/blender/nodes/shader | |
parent | 30fd258a0b407419a369fbb2818c49df6b70968e (diff) |
style cleanup
Diffstat (limited to 'source/blender/nodes/shader')
58 files changed, 204 insertions, 204 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c index 56704b981be..6130fe72af3 100644 --- a/source/blender/nodes/shader/node_shader_util.c +++ b/source/blender/nodes/shader/node_shader_util.c @@ -50,9 +50,9 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns) } else if (type_in==SOCK_VECTOR) { if (ns->sockettype==SOCK_FLOAT) { - in[0]= from[0]; - in[1]= from[0]; - in[2]= from[0]; + in[0] = from[0]; + in[1] = from[0]; + in[2] = from[0]; } else { copy_v3_v3(in, from); @@ -63,14 +63,14 @@ void nodestack_get_vec(float *in, short type_in, bNodeStack *ns) copy_v4_v4(in, from); } else if (ns->sockettype==SOCK_FLOAT) { - in[0]= from[0]; - in[1]= from[0]; - in[2]= from[0]; - in[3]= 1.0f; + in[0] = from[0]; + in[1] = from[0]; + in[2] = from[0]; + in[3] = 1.0f; } else { copy_v3_v3(in, from); - in[3]= 1.0f; + in[3] = 1.0f; } } } diff --git a/source/blender/nodes/shader/nodes/node_shader_add_shader.c b/source/blender/nodes/shader/nodes/node_shader_add_shader.c index ee8513a4119..ec868b2cc38 100644 --- a/source/blender/nodes/shader/nodes/node_shader_add_shader.c +++ b/source/blender/nodes/shader/nodes/node_shader_add_shader.c @@ -29,13 +29,13 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_add_shader_in[]= { +static bNodeSocketTemplate sh_node_add_shader_in[] = { { SOCK_SHADER, 1, N_("Shader")}, { SOCK_SHADER, 1, N_("Shader")}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_add_shader_out[]= { +static bNodeSocketTemplate sh_node_add_shader_out[] = { { SOCK_SHADER, 0, N_("Shader")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_attribute.c b/source/blender/nodes/shader/nodes/node_shader_attribute.c index 9c65323337e..9b2ed2f14f0 100644 --- a/source/blender/nodes/shader/nodes/node_shader_attribute.c +++ b/source/blender/nodes/shader/nodes/node_shader_attribute.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_attribute_out[]= { +static bNodeSocketTemplate sh_node_attribute_out[] = { { SOCK_RGBA, 0, N_("Color")}, { SOCK_VECTOR, 0, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, diff --git a/source/blender/nodes/shader/nodes/node_shader_background.c b/source/blender/nodes/shader/nodes/node_shader_background.c index 7d13c359a2b..d82c513540c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_background.c +++ b/source/blender/nodes/shader/nodes/node_shader_background.c @@ -29,13 +29,13 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_background_in[]= { +static bNodeSocketTemplate sh_node_background_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_background_out[]= { +static bNodeSocketTemplate sh_node_background_out[] = { { SOCK_SHADER, 0, N_("Background")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_brightness.c b/source/blender/nodes/shader/nodes/node_shader_brightness.c index 2735553cdad..9c23a29cae9 100644 --- a/source/blender/nodes/shader/nodes/node_shader_brightness.c +++ b/source/blender/nodes/shader/nodes/node_shader_brightness.c @@ -31,14 +31,14 @@ /* **************** Brigh and contrsast ******************** */ -static bNodeSocketTemplate sh_node_brightcontrast_in[]= { +static bNodeSocketTemplate sh_node_brightcontrast_in[] = { { SOCK_RGBA, 1, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Bright"), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE}, { SOCK_FLOAT, 1, N_("Contrast"), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_brightcontrast_out[]= { +static bNodeSocketTemplate sh_node_brightcontrast_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c index af4b6e1b8d0..7e023ff8547 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_anisotropic_in[]= { +static bNodeSocketTemplate sh_node_bsdf_anisotropic_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Roughness U"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Roughness V"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, @@ -38,7 +38,7 @@ static bNodeSocketTemplate sh_node_bsdf_anisotropic_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_anisotropic_out[]= { +static bNodeSocketTemplate sh_node_bsdf_anisotropic_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c index 021373ac40a..ad9f197afb8 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c @@ -29,14 +29,14 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_diffuse_in[]= { +static bNodeSocketTemplate sh_node_bsdf_diffuse_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_diffuse_out[]= { +static bNodeSocketTemplate sh_node_bsdf_diffuse_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c index 827e349aca3..9e188092570 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_glass_in[]= { +static bNodeSocketTemplate sh_node_bsdf_glass_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f}, @@ -37,7 +37,7 @@ static bNodeSocketTemplate sh_node_bsdf_glass_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_glass_out[]= { +static bNodeSocketTemplate sh_node_bsdf_glass_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c index 2c1adb4f0a3..5e32930b707 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c @@ -29,14 +29,14 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_glossy_in[]= { +static bNodeSocketTemplate sh_node_bsdf_glossy_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_glossy_out[]= { +static bNodeSocketTemplate sh_node_bsdf_glossy_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c index 7412ce81dd1..3c7084886b7 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c @@ -29,13 +29,13 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_translucent_in[]= { +static bNodeSocketTemplate sh_node_bsdf_translucent_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_translucent_out[]= { +static bNodeSocketTemplate sh_node_bsdf_translucent_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c index 8c945abdd0d..7fb452ad78d 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c @@ -29,12 +29,12 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_transparent_in[]= { +static bNodeSocketTemplate sh_node_bsdf_transparent_in[] = { { SOCK_RGBA, 1, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_transparent_out[]= { +static bNodeSocketTemplate sh_node_bsdf_transparent_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c index a32aec54b32..a4d25d42d4e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c @@ -29,14 +29,14 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_bsdf_velvet_in[]= { +static bNodeSocketTemplate sh_node_bsdf_velvet_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Sigma"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bsdf_velvet_out[]= { +static bNodeSocketTemplate sh_node_bsdf_velvet_out[] = { { SOCK_SHADER, 0, N_("BSDF")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c index 665ff582aa8..24ed825c36e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bump.c +++ b/source/blender/nodes/shader/nodes/node_shader_bump.c @@ -35,13 +35,13 @@ /* **************** BUMP ******************** */ -static bNodeSocketTemplate sh_node_bump_in[]= { +static bNodeSocketTemplate sh_node_bump_in[] = { { SOCK_FLOAT, 1, "Strength", 0.1f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, "Height", 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_bump_out[]= { +static bNodeSocketTemplate sh_node_bump_out[] = { { SOCK_VECTOR, 0, "Normal"}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.c b/source/blender/nodes/shader/nodes/node_shader_camera.c index 17cec8196e8..fd36a94516e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_camera.c +++ b/source/blender/nodes/shader/nodes/node_shader_camera.c @@ -33,7 +33,7 @@ #include "node_shader_util.h" /* **************** CAMERA INFO ******************** */ -static bNodeSocketTemplate sh_node_camera_out[]= { +static bNodeSocketTemplate sh_node_camera_out[] = { { SOCK_VECTOR, 0, N_("View Vector")}, { SOCK_FLOAT, 0, N_("View Z Depth")}, { SOCK_FLOAT, 0, N_("View Distance")}, @@ -47,8 +47,8 @@ static void node_shader_exec_camera(void *data, bNode *UNUSED(node), bNodeStack ShadeInput *shi= ((ShaderCallData *)data)->shi; /* Data we need for shading. */ copy_v3_v3(out[0]->vec, shi->co); /* get view vector */ - out[1]->vec[0]= fabs(shi->co[2]); /* get view z-depth */ - out[2]->vec[0]= normalize_v3(out[0]->vec); /* get view distance */ + out[1]->vec[0] = fabs(shi->co[2]); /* get view z-depth */ + out[2]->vec[0] = normalize_v3(out[0]->vec); /* get view distance */ } } diff --git a/source/blender/nodes/shader/nodes/node_shader_curves.c b/source/blender/nodes/shader/nodes/node_shader_curves.c index 83cb1d33628..9fa654c9740 100644 --- a/source/blender/nodes/shader/nodes/node_shader_curves.c +++ b/source/blender/nodes/shader/nodes/node_shader_curves.c @@ -34,13 +34,13 @@ /* **************** CURVE VEC ******************** */ -static bNodeSocketTemplate sh_node_curve_vec_in[]= { +static bNodeSocketTemplate sh_node_curve_vec_in[] = { { SOCK_FLOAT, 0, N_("Fac"), 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_curve_vec_out[]= { +static bNodeSocketTemplate sh_node_curve_vec_out[] = { { SOCK_VECTOR, 0, N_("Vector")}, { -1, 0, "" } }; @@ -88,13 +88,13 @@ void register_node_type_sh_curve_vec(bNodeTreeType *ttype) /* **************** CURVE RGB ******************** */ -static bNodeSocketTemplate sh_node_curve_rgb_in[]= { +static bNodeSocketTemplate sh_node_curve_rgb_in[] = { { SOCK_FLOAT, 1, N_("Fac"), 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_FACTOR}, { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_curve_rgb_out[]= { +static bNodeSocketTemplate sh_node_curve_rgb_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_emission.c b/source/blender/nodes/shader/nodes/node_shader_emission.c index 4854d887592..0c4cb7ed51c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_emission.c +++ b/source/blender/nodes/shader/nodes/node_shader_emission.c @@ -29,13 +29,13 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_emission_in[]= { +static bNodeSocketTemplate sh_node_emission_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_emission_out[]= { +static bNodeSocketTemplate sh_node_emission_out[] = { { SOCK_SHADER, 0, N_("Emission")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c index 610a2149011..80913e6b07a 100644 --- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c +++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c @@ -28,12 +28,12 @@ #include "../node_shader_util.h" /* **************** Fresnel ******************** */ -static bNodeSocketTemplate sh_node_fresnel_in[]= { +static bNodeSocketTemplate sh_node_fresnel_in[] = { { SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_fresnel_out[]= { +static bNodeSocketTemplate sh_node_fresnel_out[] = { { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_gamma.c b/source/blender/nodes/shader/nodes/node_shader_gamma.c index 526868f73d3..c49554c44be 100644 --- a/source/blender/nodes/shader/nodes/node_shader_gamma.c +++ b/source/blender/nodes/shader/nodes/node_shader_gamma.c @@ -30,13 +30,13 @@ /* **************** Gamma Tools ******************** */ -static bNodeSocketTemplate sh_node_gamma_in[]= { +static bNodeSocketTemplate sh_node_gamma_in[] = { { SOCK_RGBA, 1, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Gamma"), 1.0f, 0.0f, 0.0f, 0.0f, 0.001f, 10.0f, PROP_UNSIGNED}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_gamma_out[]= { +static bNodeSocketTemplate sh_node_gamma_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_geom.c b/source/blender/nodes/shader/nodes/node_shader_geom.c index f23158ab5d4..eb3d462d616 100644 --- a/source/blender/nodes/shader/nodes/node_shader_geom.c +++ b/source/blender/nodes/shader/nodes/node_shader_geom.c @@ -37,7 +37,7 @@ /* **************** GEOMETRY ******************** */ /* output socket type definition */ -static bNodeSocketTemplate sh_node_geom_out[]= { +static bNodeSocketTemplate sh_node_geom_out[] = { { SOCK_VECTOR, 0, N_("Global")}, { SOCK_VECTOR, 0, N_("Local")}, { SOCK_VECTOR, 0, N_("View")}, @@ -92,12 +92,12 @@ static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(i } copy_v3_v3(out[GEOM_OUT_VCOL]->vec, scol->col); - out[GEOM_OUT_VCOL]->vec[3]= scol->col[3]; - out[GEOM_OUT_VCOL_ALPHA]->vec[0]= scol->col[3]; + out[GEOM_OUT_VCOL]->vec[3] = scol->col[3]; + out[GEOM_OUT_VCOL_ALPHA]->vec[0] = scol->col[3]; } else { memcpy(out[GEOM_OUT_VCOL]->vec, defaultvcol, sizeof(defaultvcol)); - out[GEOM_OUT_VCOL_ALPHA]->vec[0]= 1.0f; + out[GEOM_OUT_VCOL_ALPHA]->vec[0] = 1.0f; } if (shi->osatex) { @@ -116,7 +116,7 @@ static void node_shader_exec_geom(void *data, bNode *node, bNodeStack **UNUSED(i } /* 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_geometry.c b/source/blender/nodes/shader/nodes/node_shader_geometry.c index 2ebd93218d6..acef885d2d4 100644 --- a/source/blender/nodes/shader/nodes/node_shader_geometry.c +++ b/source/blender/nodes/shader/nodes/node_shader_geometry.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_geometry_out[]= { +static bNodeSocketTemplate sh_node_geometry_out[] = { { SOCK_VECTOR, 0, N_("Position"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Tangent"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, diff --git a/source/blender/nodes/shader/nodes/node_shader_holdout.c b/source/blender/nodes/shader/nodes/node_shader_holdout.c index dbd4ed8ab67..18ad4994c9b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_holdout.c +++ b/source/blender/nodes/shader/nodes/node_shader_holdout.c @@ -29,11 +29,11 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_holdout_in[]= { +static bNodeSocketTemplate sh_node_holdout_in[] = { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_holdout_out[]= { +static bNodeSocketTemplate sh_node_holdout_out[] = { { SOCK_SHADER, 0, N_("Holdout")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c index b07650e33c0..b635ad1edd9 100644 --- a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c +++ b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c @@ -34,7 +34,7 @@ /* **************** Hue Saturation ******************** */ -static bNodeSocketTemplate sh_node_hue_sat_in[]= { +static bNodeSocketTemplate sh_node_hue_sat_in[] = { { SOCK_FLOAT, 1, N_("Hue"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE}, { SOCK_FLOAT, 1, N_("Saturation"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR}, { SOCK_FLOAT, 1, N_("Value"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR}, @@ -42,7 +42,7 @@ static bNodeSocketTemplate sh_node_hue_sat_in[]= { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_hue_sat_out[]= { +static bNodeSocketTemplate sh_node_hue_sat_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; @@ -60,9 +60,9 @@ static void do_hue_sat_fac(bNode *UNUSED(node), float *out, float *hue, float *s hsv[2]*= *val; hsv_to_rgb(hsv[0], hsv[1], hsv[2], col, col+1, col+2); - out[0]= mfac*in[0] + *fac*col[0]; - out[1]= mfac*in[1] + *fac*col[1]; - out[2]= mfac*in[2] + *fac*col[2]; + out[0] = mfac*in[0] + *fac*col[0]; + out[1] = mfac*in[1] + *fac*col[1]; + out[2] = mfac*in[2] + *fac*col[2]; } else { copy_v4_v4(out, in); diff --git a/source/blender/nodes/shader/nodes/node_shader_invert.c b/source/blender/nodes/shader/nodes/node_shader_invert.c index d1b773916d4..2ea858f4e34 100644 --- a/source/blender/nodes/shader/nodes/node_shader_invert.c +++ b/source/blender/nodes/shader/nodes/node_shader_invert.c @@ -35,13 +35,13 @@ /* **************** INVERT ******************** */ -static bNodeSocketTemplate sh_node_invert_in[]= { +static bNodeSocketTemplate sh_node_invert_in[] = { { SOCK_FLOAT, 1, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_invert_out[]= { +static bNodeSocketTemplate sh_node_invert_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c index 6eacea10b5b..3058483ebef 100644 --- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c +++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c @@ -29,12 +29,12 @@ /* **************** Layer Weight ******************** */ -static bNodeSocketTemplate sh_node_layer_weight_in[]= { +static bNodeSocketTemplate sh_node_layer_weight_in[] = { { SOCK_FLOAT, 1, N_("Blend"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_layer_weight_out[]= { +static bNodeSocketTemplate sh_node_layer_weight_out[] = { { SOCK_FLOAT, 0, N_("Fresnel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Facing"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_light_falloff.c b/source/blender/nodes/shader/nodes/node_shader_light_falloff.c index aab5fa8060d..2dec244ae3a 100644 --- a/source/blender/nodes/shader/nodes/node_shader_light_falloff.c +++ b/source/blender/nodes/shader/nodes/node_shader_light_falloff.c @@ -29,7 +29,7 @@ /* **************** INPUT ********************* */ -static bNodeSocketTemplate sh_node_light_falloff_in[]= { +static bNodeSocketTemplate sh_node_light_falloff_in[] = { { SOCK_FLOAT, 0, N_("Strength"), 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f}, { SOCK_FLOAT, 0, N_("Smooth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, { -1, 0, "" } @@ -37,7 +37,7 @@ static bNodeSocketTemplate sh_node_light_falloff_in[]= { /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_light_falloff_out[]= { +static bNodeSocketTemplate sh_node_light_falloff_out[] = { { SOCK_FLOAT, 0, N_("Quadratic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Linear"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Constant"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, diff --git a/source/blender/nodes/shader/nodes/node_shader_light_path.c b/source/blender/nodes/shader/nodes/node_shader_light_path.c index 264b1390688..b4a3d4e01e1 100644 --- a/source/blender/nodes/shader/nodes/node_shader_light_path.c +++ b/source/blender/nodes/shader/nodes/node_shader_light_path.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_light_path_out[]= { +static bNodeSocketTemplate sh_node_light_path_out[] = { { SOCK_FLOAT, 0, N_("Is Camera Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Is Shadow Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Is Diffuse Ray"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.c b/source/blender/nodes/shader/nodes/node_shader_mapping.c index 4508f66543e..cedd3a4910c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_mapping.c +++ b/source/blender/nodes/shader/nodes/node_shader_mapping.c @@ -33,12 +33,12 @@ #include "node_shader_util.h" /* **************** MAPPING ******************** */ -static bNodeSocketTemplate sh_node_mapping_in[]= { +static bNodeSocketTemplate sh_node_mapping_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_mapping_out[]= { +static bNodeSocketTemplate sh_node_mapping_out[] = { { SOCK_VECTOR, 0, N_("Vector")}, { -1, 0, "" } }; @@ -55,14 +55,14 @@ static void node_shader_exec_mapping(void *UNUSED(data), bNode *node, bNodeStack mul_m4_v3(texmap->mat, vec); if (texmap->flag & TEXMAP_CLIP_MIN) { - if (vec[0]<texmap->min[0]) vec[0]= texmap->min[0]; - if (vec[1]<texmap->min[1]) vec[1]= texmap->min[1]; - if (vec[2]<texmap->min[2]) vec[2]= texmap->min[2]; + if (vec[0]<texmap->min[0]) vec[0] = texmap->min[0]; + if (vec[1]<texmap->min[1]) vec[1] = texmap->min[1]; + if (vec[2]<texmap->min[2]) vec[2] = texmap->min[2]; } if (texmap->flag & TEXMAP_CLIP_MAX) { - if (vec[0]>texmap->max[0]) vec[0]= texmap->max[0]; - if (vec[1]>texmap->max[1]) vec[1]= texmap->max[1]; - if (vec[2]>texmap->max[2]) vec[2]= texmap->max[2]; + if (vec[0]>texmap->max[0]) vec[0] = texmap->max[0]; + if (vec[1]>texmap->max[1]) vec[1] = texmap->max[1]; + if (vec[2]>texmap->max[2]) vec[2] = texmap->max[2]; } } diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c index bec43e05b24..bccf6d349cf 100644 --- a/source/blender/nodes/shader/nodes/node_shader_material.c +++ b/source/blender/nodes/shader/nodes/node_shader_material.c @@ -34,7 +34,7 @@ /* **************** MATERIAL ******************** */ -static bNodeSocketTemplate sh_node_material_in[]= { +static bNodeSocketTemplate sh_node_material_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, N_("Spec"), 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Refl"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_FACTOR}, @@ -42,7 +42,7 @@ static bNodeSocketTemplate sh_node_material_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_material_out[]= { +static bNodeSocketTemplate sh_node_material_out[] = { { SOCK_RGBA, 0, N_("Color")}, { SOCK_FLOAT, 0, N_("Alpha")}, { SOCK_VECTOR, 0, N_("Normal")}, @@ -51,7 +51,7 @@ static bNodeSocketTemplate sh_node_material_out[]= { /* **************** EXTENDED MATERIAL ******************** */ -static bNodeSocketTemplate sh_node_material_ext_in[]= { +static bNodeSocketTemplate sh_node_material_ext_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, N_("Spec"), 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Refl"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_FACTOR}, @@ -66,7 +66,7 @@ static bNodeSocketTemplate sh_node_material_ext_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_material_ext_out[]= { +static bNodeSocketTemplate sh_node_material_ext_out[] = { { SOCK_RGBA, 0, N_("Color")}, { SOCK_FLOAT, 0, N_("Alpha")}, { SOCK_VECTOR, 0, N_("Normal")}, @@ -84,7 +84,7 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, ShaderCallData *shcd= data; float col[4]; bNodeSocket *sock; - char hasinput[NUM_MAT_IN]= {'\0'}; + char hasinput[NUM_MAT_IN] = {'\0'}; int i; /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily @@ -157,20 +157,20 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in, copy_v3_v3(col, shrnode.spec); } else - col[0]= col[1]= col[2]= 0.0f; + col[0] = col[1] = col[2] = 0.0f; - col[3]= shrnode.alpha; + col[3] = shrnode.alpha; if (shi->do_preview) nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage); copy_v3_v3(out[MAT_OUT_COLOR]->vec, col); - out[MAT_OUT_ALPHA]->vec[0]= shrnode.alpha; + out[MAT_OUT_ALPHA]->vec[0] = shrnode.alpha; if (node->custom1 & SH_NODE_MAT_NEG) { - shi->vn[0]= -shi->vn[0]; - shi->vn[1]= -shi->vn[1]; - shi->vn[2]= -shi->vn[2]; + shi->vn[0] = -shi->vn[0]; + shi->vn[1] = -shi->vn[1]; + shi->vn[2] = -shi->vn[2]; } copy_v3_v3(out[MAT_OUT_NORMAL]->vec, shi->vn); @@ -222,7 +222,7 @@ static int gpu_shader_material(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUShadeInput shi; GPUShadeResult shr; bNodeSocket *sock; - char hasinput[NUM_MAT_IN]= {'\0'}; + char hasinput[NUM_MAT_IN] = {'\0'}; int i; /* note: cannot use the in[]->hasinput flags directly, as these are not necessarily diff --git a/source/blender/nodes/shader/nodes/node_shader_math.c b/source/blender/nodes/shader/nodes/node_shader_math.c index 956b4af8030..a70134b2325 100644 --- a/source/blender/nodes/shader/nodes/node_shader_math.c +++ b/source/blender/nodes/shader/nodes/node_shader_math.c @@ -34,13 +34,13 @@ /* **************** SCALAR MATH ******************** */ -static bNodeSocketTemplate sh_node_math_in[]= { +static bNodeSocketTemplate sh_node_math_in[] = { { SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, { SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_math_out[]= { +static bNodeSocketTemplate sh_node_math_out[] = { { SOCK_FLOAT, 0, N_("Value")}, { -1, 0, "" } }; @@ -51,44 +51,44 @@ bNodeStack **out) switch (node->custom1) { case 0: /* Add */ - out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0]; + out[0]->vec[0] = in[0]->vec[0] + in[1]->vec[0]; break; case 1: /* Subtract */ - out[0]->vec[0]= in[0]->vec[0] - in[1]->vec[0]; + out[0]->vec[0] = in[0]->vec[0] - in[1]->vec[0]; break; case 2: /* Multiply */ - out[0]->vec[0]= in[0]->vec[0] * in[1]->vec[0]; + out[0]->vec[0] = in[0]->vec[0] * in[1]->vec[0]; break; case 3: /* Divide */ { if (in[1]->vec[0]==0) /* We don't want to divide by zero. */ - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; else - out[0]->vec[0]= in[0]->vec[0] / in[1]->vec[0]; + out[0]->vec[0] = in[0]->vec[0] / in[1]->vec[0]; } break; case 4: /* Sine */ { if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */ - out[0]->vec[0]= sin(in[0]->vec[0]); + out[0]->vec[0] = sin(in[0]->vec[0]); else - out[0]->vec[0]= sin(in[1]->vec[0]); + out[0]->vec[0] = sin(in[1]->vec[0]); } break; case 5: /* Cosine */ { if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */ - out[0]->vec[0]= cos(in[0]->vec[0]); + out[0]->vec[0] = cos(in[0]->vec[0]); else - out[0]->vec[0]= cos(in[1]->vec[0]); + out[0]->vec[0] = cos(in[1]->vec[0]); } break; case 6: /* Tangent */ { if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */ - out[0]->vec[0]= tan(in[0]->vec[0]); + out[0]->vec[0] = tan(in[0]->vec[0]); else - out[0]->vec[0]= tan(in[1]->vec[0]); + out[0]->vec[0] = tan(in[1]->vec[0]); } break; case 7: /* Arc-Sine */ @@ -96,16 +96,16 @@ bNodeStack **out) 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 ) - out[0]->vec[0]= asin(in[0]->vec[0]); + out[0]->vec[0] = asin(in[0]->vec[0]); else - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; } else { /* Can't do the impossible... */ if ( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 ) - out[0]->vec[0]= asin(in[1]->vec[0]); + out[0]->vec[0] = asin(in[1]->vec[0]); else - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; } } break; @@ -114,83 +114,83 @@ bNodeStack **out) 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 ) - out[0]->vec[0]= acos(in[0]->vec[0]); + out[0]->vec[0] = acos(in[0]->vec[0]); else - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; } else { /* Can't do the impossible... */ if ( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 ) - out[0]->vec[0]= acos(in[1]->vec[0]); + out[0]->vec[0] = acos(in[1]->vec[0]); else - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; } } break; case 9: /* Arc-Tangent */ { if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */ - out[0]->vec[0]= atan(in[0]->vec[0]); + out[0]->vec[0] = atan(in[0]->vec[0]); else - out[0]->vec[0]= atan(in[1]->vec[0]); + out[0]->vec[0] = atan(in[1]->vec[0]); } break; case 10: /* Power */ { /* Don't want any imaginary numbers... */ if ( in[0]->vec[0] >= 0 ) - out[0]->vec[0]= pow(in[0]->vec[0], in[1]->vec[0]); + out[0]->vec[0] = pow(in[0]->vec[0], in[1]->vec[0]); else - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; } break; case 11: /* Logarithm */ { /* Don't want any imaginary numbers... */ 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]); + out[0]->vec[0] = log(in[0]->vec[0]) / log(in[1]->vec[0]); else - out[0]->vec[0]= 0.0; + out[0]->vec[0] = 0.0; } break; case 12: /* Minimum */ { if ( in[0]->vec[0] < in[1]->vec[0] ) - out[0]->vec[0]= in[0]->vec[0]; + out[0]->vec[0] = in[0]->vec[0]; else - out[0]->vec[0]= in[1]->vec[0]; + out[0]->vec[0] = in[1]->vec[0]; } break; case 13: /* Maximum */ { if ( in[0]->vec[0] > in[1]->vec[0] ) - out[0]->vec[0]= in[0]->vec[0]; + out[0]->vec[0] = in[0]->vec[0]; else - out[0]->vec[0]= in[1]->vec[0]; + out[0]->vec[0] = in[1]->vec[0]; } break; 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] ) - out[0]->vec[0]= 1.0f; + out[0]->vec[0] = 1.0f; else - out[0]->vec[0]= 0.0f; + out[0]->vec[0] = 0.0f; } break; case 16: /* Greater Than */ { if ( in[0]->vec[0] > in[1]->vec[0] ) - out[0]->vec[0]= 1.0f; + out[0]->vec[0] = 1.0f; else - out[0]->vec[0]= 0.0f; + out[0]->vec[0] = 0.0f; } break; } diff --git a/source/blender/nodes/shader/nodes/node_shader_mixRgb.c b/source/blender/nodes/shader/nodes/node_shader_mixRgb.c index 53c1387ca1a..18dcc8f7fef 100644 --- a/source/blender/nodes/shader/nodes/node_shader_mixRgb.c +++ b/source/blender/nodes/shader/nodes/node_shader_mixRgb.c @@ -33,13 +33,13 @@ #include "node_shader_util.h" /* **************** MIX RGB ******************** */ -static bNodeSocketTemplate sh_node_mix_rgb_in[]= { +static bNodeSocketTemplate sh_node_mix_rgb_in[] = { { SOCK_FLOAT, 1, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_RGBA, 1, N_("Color1"), 0.5f, 0.5f, 0.5f, 1.0f}, { SOCK_RGBA, 1, N_("Color2"), 0.5f, 0.5f, 0.5f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_mix_rgb_out[]= { +static bNodeSocketTemplate sh_node_mix_rgb_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_mix_shader.c b/source/blender/nodes/shader/nodes/node_shader_mix_shader.c index 80ee1a8499d..039e63a4dea 100644 --- a/source/blender/nodes/shader/nodes/node_shader_mix_shader.c +++ b/source/blender/nodes/shader/nodes/node_shader_mix_shader.c @@ -29,14 +29,14 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_mix_shader_in[]= { +static bNodeSocketTemplate sh_node_mix_shader_in[] = { { SOCK_FLOAT, 1, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_SHADER, 1, N_("Shader")}, { SOCK_SHADER, 1, N_("Shader")}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_mix_shader_out[]= { +static bNodeSocketTemplate sh_node_mix_shader_out[] = { { SOCK_SHADER, 0, N_("Shader")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_normal.c b/source/blender/nodes/shader/nodes/node_shader_normal.c index bb0a85417d9..98a56c85279 100644 --- a/source/blender/nodes/shader/nodes/node_shader_normal.c +++ b/source/blender/nodes/shader/nodes/node_shader_normal.c @@ -33,12 +33,12 @@ #include "node_shader_util.h" /* **************** NORMAL ******************** */ -static bNodeSocketTemplate sh_node_normal_in[]= { +static bNodeSocketTemplate sh_node_normal_in[] = { { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_normal_out[]= { +static bNodeSocketTemplate sh_node_normal_out[] = { { SOCK_VECTOR, 0, N_("Normal")}, { SOCK_FLOAT, 0, N_("Dot")}, { -1, 0, "" } @@ -68,7 +68,7 @@ static void node_shader_exec_normal(void *UNUSED(data), bNode *node, bNodeStack copy_v3_v3(out[0]->vec, ((bNodeSocketValueVector*)sock->default_value)->value); /* render normals point inside... the widget points outside */ - out[1]->vec[0]= -dot_v3v3(out[0]->vec, vec); + out[1]->vec[0] = -dot_v3v3(out[0]->vec, vec); } static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) diff --git a/source/blender/nodes/shader/nodes/node_shader_object_info.c b/source/blender/nodes/shader/nodes/node_shader_object_info.c index 1cafa01ecec..ef283004d46 100644 --- a/source/blender/nodes/shader/nodes/node_shader_object_info.c +++ b/source/blender/nodes/shader/nodes/node_shader_object_info.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_object_info_out[]= { +static bNodeSocketTemplate sh_node_object_info_out[] = { { SOCK_VECTOR, 0, N_("Location"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Object Index"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Material Index"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, diff --git a/source/blender/nodes/shader/nodes/node_shader_output.c b/source/blender/nodes/shader/nodes/node_shader_output.c index 24e10b65ed8..8d8c1a903a5 100644 --- a/source/blender/nodes/shader/nodes/node_shader_output.c +++ b/source/blender/nodes/shader/nodes/node_shader_output.c @@ -33,7 +33,7 @@ #include "node_shader_util.h" /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_output_in[]= { +static bNodeSocketTemplate sh_node_output_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_output_lamp.c b/source/blender/nodes/shader/nodes/node_shader_output_lamp.c index eb7208302fe..f24f5a85ff0 100644 --- a/source/blender/nodes/shader/nodes/node_shader_output_lamp.c +++ b/source/blender/nodes/shader/nodes/node_shader_output_lamp.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_output_lamp_in[]= { +static bNodeSocketTemplate sh_node_output_lamp_in[] = { { SOCK_SHADER, 1, N_("Surface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.c b/source/blender/nodes/shader/nodes/node_shader_output_material.c index e81744c44bd..03b0559fd8e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_output_material.c +++ b/source/blender/nodes/shader/nodes/node_shader_output_material.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_output_material_in[]= { +static bNodeSocketTemplate sh_node_output_material_in[] = { { SOCK_SHADER, 1, N_("Surface")}, { SOCK_SHADER, 1, N_("Volume")}, { SOCK_FLOAT, 1, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, diff --git a/source/blender/nodes/shader/nodes/node_shader_output_world.c b/source/blender/nodes/shader/nodes/node_shader_output_world.c index 3a931c2af53..624805cd39f 100644 --- a/source/blender/nodes/shader/nodes/node_shader_output_world.c +++ b/source/blender/nodes/shader/nodes/node_shader_output_world.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_output_world_in[]= { +static bNodeSocketTemplate sh_node_output_world_in[] = { { SOCK_SHADER, 1, N_("Surface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_SHADER, 1, N_("Volume"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_rgb.c b/source/blender/nodes/shader/nodes/node_shader_rgb.c index 5a19c61fe92..f37ff1d511b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_rgb.c +++ b/source/blender/nodes/shader/nodes/node_shader_rgb.c @@ -33,7 +33,7 @@ #include "node_shader_util.h" /* **************** RGB ******************** */ -static bNodeSocketTemplate sh_node_rgb_out[]= { +static bNodeSocketTemplate sh_node_rgb_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c b/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c index 55f37b666e7..70fba161de9 100644 --- a/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c +++ b/source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c @@ -33,11 +33,11 @@ #include "node_shader_util.h" /* **************** SEPARATE RGBA ******************** */ -static bNodeSocketTemplate sh_node_seprgb_in[]= { +static bNodeSocketTemplate sh_node_seprgb_in[] = { { SOCK_RGBA, 1, N_("Image"), 0.8f, 0.8f, 0.8f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_seprgb_out[]= { +static bNodeSocketTemplate sh_node_seprgb_out[] = { { SOCK_FLOAT, 0, N_("R")}, { SOCK_FLOAT, 0, N_("G")}, { SOCK_FLOAT, 0, N_("B")}, @@ -73,13 +73,13 @@ void register_node_type_sh_seprgb(bNodeTreeType *ttype) /* **************** COMBINE RGB ******************** */ -static bNodeSocketTemplate sh_node_combrgb_in[]= { +static bNodeSocketTemplate sh_node_combrgb_in[] = { { SOCK_FLOAT, 1, N_("R"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED}, { SOCK_FLOAT, 1, N_("G"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED}, { SOCK_FLOAT, 1, N_("B"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_combrgb_out[]= { +static bNodeSocketTemplate sh_node_combrgb_out[] = { { SOCK_RGBA, 0, N_("Image")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_squeeze.c b/source/blender/nodes/shader/nodes/node_shader_squeeze.c index afce712a38d..d95191de987 100644 --- a/source/blender/nodes/shader/nodes/node_shader_squeeze.c +++ b/source/blender/nodes/shader/nodes/node_shader_squeeze.c @@ -33,14 +33,14 @@ #include "node_shader_util.h" /* **************** VALUE SQUEEZE ******************** */ -static bNodeSocketTemplate sh_node_squeeze_in[]= { +static bNodeSocketTemplate sh_node_squeeze_in[] = { { SOCK_FLOAT, 1, N_("Value"), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE}, { SOCK_FLOAT, 1, N_("Width"), 1.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE}, { SOCK_FLOAT, 1, N_("Center"), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f, 100.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_squeeze_out[]= { +static bNodeSocketTemplate sh_node_squeeze_out[] = { { SOCK_FLOAT, 0, N_("Value")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c index 11f7fb94ae0..66bf0267586 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_brick_in[]= { +static bNodeSocketTemplate sh_node_tex_brick_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_RGBA, 1, N_("Color1"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, N_("Color2"), 0.2f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f}, @@ -42,7 +42,7 @@ static bNodeSocketTemplate sh_node_tex_brick_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_brick_out[]= { +static bNodeSocketTemplate sh_node_tex_brick_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_checker.c b/source/blender/nodes/shader/nodes/node_shader_tex_checker.c index 0c1e7dcb995..8a2ae2d40dc 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_checker.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_checker.c @@ -29,7 +29,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_checker_in[]= { +static bNodeSocketTemplate sh_node_tex_checker_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_RGBA, 1, N_("Color1"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, N_("Color2"), 0.2f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f}, @@ -37,7 +37,7 @@ static bNodeSocketTemplate sh_node_tex_checker_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_checker_out[]= { +static bNodeSocketTemplate sh_node_tex_checker_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c index 62b1cabd491..dd717874951 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c @@ -31,7 +31,7 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_coord_out[]= { +static bNodeSocketTemplate sh_node_tex_coord_out[] = { { SOCK_VECTOR, 0, N_("Generated"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 0, N_("UV"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c index ace0f0c8774..311ae3a9017 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c @@ -29,12 +29,12 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_environment_in[]= { +static bNodeSocketTemplate sh_node_tex_environment_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_environment_out[]= { +static bNodeSocketTemplate sh_node_tex_environment_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c index a7f869155fa..0802ecdea1d 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c @@ -29,12 +29,12 @@ /* **************** BLEND ******************** */ -static bNodeSocketTemplate sh_node_tex_gradient_in[]= { +static bNodeSocketTemplate sh_node_tex_gradient_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_gradient_out[]= { +static bNodeSocketTemplate sh_node_tex_gradient_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c index d6c757222b9..52f8c21fbb0 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c @@ -29,12 +29,12 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_image_in[]= { +static bNodeSocketTemplate sh_node_tex_image_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_image_out[]= { +static bNodeSocketTemplate sh_node_tex_image_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Alpha"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_magic.c b/source/blender/nodes/shader/nodes/node_shader_tex_magic.c index b9f1b5c1d21..86feabbcc2b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_magic.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_magic.c @@ -29,14 +29,14 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_magic_in[]= { +static bNodeSocketTemplate sh_node_tex_magic_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, N_("Distortion"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_magic_out[]= { +static bNodeSocketTemplate sh_node_tex_magic_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c index 60b4f65f0b4..cd4b5743e14 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c @@ -29,7 +29,7 @@ /* **************** MUSGRAVE ******************** */ -static bNodeSocketTemplate sh_node_tex_musgrave_in[]= { +static bNodeSocketTemplate sh_node_tex_musgrave_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f}, @@ -40,7 +40,7 @@ static bNodeSocketTemplate sh_node_tex_musgrave_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_musgrave_out[]= { +static bNodeSocketTemplate sh_node_tex_musgrave_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c index bd049300048..18788f9e72c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c @@ -29,7 +29,7 @@ /* **************** NOISE ******************** */ -static bNodeSocketTemplate sh_node_tex_noise_in[]= { +static bNodeSocketTemplate sh_node_tex_noise_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f}, @@ -37,7 +37,7 @@ static bNodeSocketTemplate sh_node_tex_noise_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_noise_out[]= { +static bNodeSocketTemplate sh_node_tex_noise_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c index 977d689ace6..7a1b853a7f4 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c @@ -29,12 +29,12 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_tex_sky_in[]= { +static bNodeSocketTemplate sh_node_tex_sky_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_sky_out[]= { +static bNodeSocketTemplate sh_node_tex_sky_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c index 22baa3853ac..d4cc24687b3 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c @@ -29,13 +29,13 @@ /* **************** VORONOI ******************** */ -static bNodeSocketTemplate sh_node_tex_voronoi_in[]= { +static bNodeSocketTemplate sh_node_tex_voronoi_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_voronoi_out[]= { +static bNodeSocketTemplate sh_node_tex_voronoi_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c index 8a099521ee9..8b23de0310c 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c @@ -29,7 +29,7 @@ /* **************** WAVE ******************** */ -static bNodeSocketTemplate sh_node_tex_wave_in[]= { +static bNodeSocketTemplate sh_node_tex_wave_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, { SOCK_FLOAT, 1, N_("Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, @@ -38,7 +38,7 @@ static bNodeSocketTemplate sh_node_tex_wave_in[]= { { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_tex_wave_out[]= { +static bNodeSocketTemplate sh_node_tex_wave_out[] = { { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c index 73c3b846fe3..c27a95da5a0 100644 --- a/source/blender/nodes/shader/nodes/node_shader_texture.c +++ b/source/blender/nodes/shader/nodes/node_shader_texture.c @@ -35,11 +35,11 @@ #include "node_shader_util.h" /* **************** TEXTURE ******************** */ -static bNodeSocketTemplate sh_node_texture_in[]= { +static bNodeSocketTemplate sh_node_texture_in[] = { { SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */ { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_texture_out[]= { +static bNodeSocketTemplate sh_node_texture_out[] = { { SOCK_FLOAT, 0, N_("Value")}, { SOCK_RGBA, 0, N_("Color")}, { SOCK_VECTOR, 0, N_("Normal")}, @@ -52,7 +52,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b ShadeInput *shi= ((ShaderCallData *)data)->shi; TexResult texres; bNodeSocket *sock_vector= node->inputs.first; - float vec[3], nor[3]={0.0f, 0.0f, 0.0f}; + float vec[3], nor[3] = {0.0f, 0.0f, 0.0f}; int retval; short which_output = node->custom1; @@ -76,8 +76,8 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b float *fp= in[0]->data; float dxt[3], dyt[3]; - dxt[0]= fp[0]; dxt[1]= dxt[2]= 0.0f; - dyt[0]= fp[1]; dyt[1]= dyt[2]= 0.0f; + dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f; + dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f; retval= multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL); } else @@ -96,9 +96,9 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b /* intensity and color need some handling */ if (texres.talpha) - out[0]->vec[0]= texres.ta; + out[0]->vec[0] = texres.ta; else - out[0]->vec[0]= texres.tin; + out[0]->vec[0] = texres.tin; if ((retval & TEX_RGB) == 0) { copy_v3_fl(out[1]->vec, out[0]->vec[0]); diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c index d3094200f83..182487d343e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c +++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c @@ -33,11 +33,11 @@ #include "node_shader_util.h" /* **************** VALTORGB ******************** */ -static bNodeSocketTemplate sh_node_valtorgb_in[]= { +static bNodeSocketTemplate sh_node_valtorgb_in[] = { { SOCK_FLOAT, 1, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_valtorgb_out[]= { +static bNodeSocketTemplate sh_node_valtorgb_out[] = { { SOCK_RGBA, 0, N_("Color")}, { SOCK_FLOAT, 0, N_("Alpha")}, { -1, 0, "" } @@ -53,7 +53,7 @@ static void node_shader_exec_valtorgb(void *UNUSED(data), bNode *node, bNodeStac nodestack_get_vec(&fac, SOCK_FLOAT, in[0]); do_colorband(node->storage, fac, out[0]->vec); - out[1]->vec[0]= out[0]->vec[3]; + out[1]->vec[0] = out[0]->vec[3]; } } @@ -89,11 +89,11 @@ void register_node_type_sh_valtorgb(bNodeTreeType *ttype) /* **************** RGBTOBW ******************** */ -static bNodeSocketTemplate sh_node_rgbtobw_in[]= { +static bNodeSocketTemplate sh_node_rgbtobw_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_rgbtobw_out[]= { +static bNodeSocketTemplate sh_node_rgbtobw_out[] = { { SOCK_FLOAT, 0, N_("Val"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_value.c b/source/blender/nodes/shader/nodes/node_shader_value.c index 8a6c3c87e0d..a3d1e5afec2 100644 --- a/source/blender/nodes/shader/nodes/node_shader_value.c +++ b/source/blender/nodes/shader/nodes/node_shader_value.c @@ -33,7 +33,7 @@ #include "node_shader_util.h" /* **************** VALUE ******************** */ -static bNodeSocketTemplate sh_node_value_out[]= { +static bNodeSocketTemplate sh_node_value_out[] = { /* XXX value nodes use the output sockets for buttons, so we need explicit limits here! */ { SOCK_FLOAT, 0, N_("Value"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX}, { -1, 0, "" } @@ -54,7 +54,7 @@ static void node_shader_exec_value(void *UNUSED(data), bNode *node, bNodeStack * bNodeSocket *sock= node->outputs.first; float val= ((bNodeSocketValueFloat*)sock->default_value)->value; - out[0]->vec[0]= val; + out[0]->vec[0] = val; } static int gpu_shader_value(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c index 08f1cee6a02..2d9f1903c5b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c +++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c @@ -35,13 +35,13 @@ /* **************** VECTOR MATH ******************** */ -static bNodeSocketTemplate sh_node_vect_math_in[]= { +static bNodeSocketTemplate sh_node_vect_math_in[] = { { SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, { SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_vect_math_out[]= { +static bNodeSocketTemplate sh_node_vect_math_out[] = { { SOCK_VECTOR, 0, N_("Vector")}, { SOCK_FLOAT, 0, N_("Value")}, { -1, 0, "" } @@ -55,46 +55,46 @@ static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeSta nodestack_get_vec(vec2, SOCK_VECTOR, in[1]); 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[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; + 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 */ - 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[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; + 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 */ - 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[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 */ - out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]); + out[1]->vec[0] = (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]); } 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[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. */ - out[0]->vec[0]= vec1[0]; - out[0]->vec[1]= vec1[1]; - out[0]->vec[2]= vec1[2]; + out[0]->vec[0] = vec1[0]; + out[0]->vec[1] = vec1[1]; + out[0]->vec[2] = vec1[2]; } else { - out[0]->vec[0]= vec2[0]; - out[0]->vec[1]= vec2[1]; - out[0]->vec[2]= vec2[2]; + out[0]->vec[0] = vec2[0]; + out[0]->vec[1] = vec2[1]; + out[0]->vec[2] = vec2[2]; } out[1]->vec[0] = normalize_v3(out[0]->vec ); diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c b/source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c index 366f50ab4fc..5451eb303cc 100644 --- a/source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c +++ b/source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c @@ -29,13 +29,13 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_volume_isotropic_in[]= { +static bNodeSocketTemplate sh_node_volume_isotropic_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_volume_isotropic_out[]= { +static bNodeSocketTemplate sh_node_volume_isotropic_out[] = { { SOCK_SHADER, 0, N_("Volume")}, { -1, 0, "" } }; diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_transparent.c b/source/blender/nodes/shader/nodes/node_shader_volume_transparent.c index 9d48f613d34..ad7d7fceda3 100644 --- a/source/blender/nodes/shader/nodes/node_shader_volume_transparent.c +++ b/source/blender/nodes/shader/nodes/node_shader_volume_transparent.c @@ -29,13 +29,13 @@ /* **************** OUTPUT ******************** */ -static bNodeSocketTemplate sh_node_volume_transparent_in[]= { +static bNodeSocketTemplate sh_node_volume_transparent_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, { -1, 0, "" } }; -static bNodeSocketTemplate sh_node_volume_transparent_out[]= { +static bNodeSocketTemplate sh_node_volume_transparent_out[] = { { SOCK_SHADER, 0, N_("Volume")}, { -1, 0, "" } }; |