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authorCampbell Barton <ideasman42@gmail.com>2018-02-15 03:13:54 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-02-15 03:13:54 +0300
commit70f1b8cc4061fac81413c723b973386050e2561e (patch)
tree10b550d1b35fda46e8653bc9b584e76f062d2957 /source/blender/nodes
parent56fa48969e13bf54fc7f64e03cccf6ac82624b15 (diff)
Cleanup: style
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_displacement.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_displacement.c4
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.c b/source/blender/nodes/shader/nodes/node_shader_displacement.c
index e976eaf143a..e259a9e3f6d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_displacement.c
@@ -60,7 +60,7 @@ static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[3].link);
}
- if(node->custom1 == SHD_SPACE_OBJECT) {
+ if (node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
index c40377c3d59..073bc3110f6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
@@ -48,7 +48,7 @@ static void node_shader_init_vector_displacement(bNodeTree *UNUSED(ntree), bNode
static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- if(node->custom1 == SHD_SPACE_TANGENT) {
+ if (node->custom1 == SHD_SPACE_TANGENT) {
return GPU_stack_link(mat,
"node_vector_displacement_tangent",
in,
@@ -58,7 +58,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeEx
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX));
}
- else if(node->custom1 == SHD_SPACE_OBJECT) {
+ else if (node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {