diff options
author | Campbell Barton <campbell@blender.org> | 2022-04-20 02:13:48 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-04-20 03:41:31 +0300 |
commit | 42717596d0c8638bd672966c0f1198db8344dcd5 (patch) | |
tree | abd14857c09ba75f7b3c55c7483ec1a3dfb02876 /source/blender | |
parent | f8f8edbe1a624e3c06b5068435368d122f3b64e5 (diff) |
Cleanup: clang-format
Diffstat (limited to 'source/blender')
6 files changed, 5 insertions, 10 deletions
diff --git a/source/blender/blenkernel/BKE_global.h b/source/blender/blenkernel/BKE_global.h index 2070584a8a0..06feb07aef2 100644 --- a/source/blender/blenkernel/BKE_global.h +++ b/source/blender/blenkernel/BKE_global.h @@ -195,8 +195,8 @@ enum { G_DEBUG_XR = (1 << 19), /* XR/OpenXR messages */ G_DEBUG_XR_TIME = (1 << 20), /* XR/OpenXR timing messages */ - G_DEBUG_GHOST = (1 << 21), /* Debug GHOST module. */ - G_DEBUG_WINTAB = (1 << 22), /* Debug Wintab. */ + G_DEBUG_GHOST = (1 << 21), /* Debug GHOST module. */ + G_DEBUG_WINTAB = (1 << 22), /* Debug Wintab. */ }; #define G_DEBUG_ALL \ diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index 26b60c992e1..527bbd18896 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -11,10 +11,8 @@ uniform sampler3D volumeScattering; /* Result of the scatter step */ uniform sampler3D volumeExtinction; #ifdef USE_VOLUME_OPTI -uniform layout(r11f_g11f_b10f) -writeonly restrict image3D finalScattering_img; -uniform layout(r11f_g11f_b10f) -writeonly restrict image3D finalTransmittance_img; +uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalScattering_img; +uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img; vec3 finalScattering; vec3 finalTransmittance; diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 7c779b42c73..b5432da0957 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -624,7 +624,7 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob) drw_call_calc_orco(ob, ob_infos->orcotexfac); /* Random float value. */ uint random = (DST.dupli_source) ? - DST.dupli_source->random_id : + DST.dupli_source->random_id : /* TODO(fclem): this is rather costly to do at runtime. Maybe we can * put it in ob->runtime and make depsgraph ensure it is up to date. */ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl index 2885bf4e082..a8b4b039370 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl @@ -1,6 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) - void node_hair_info(float hair_length, out float is_strand, out float intercept, diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl index 1b1fed9502e..ad3d4737193 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl @@ -1,6 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) - void node_point_info(out vec3 position, out float radius, out float random) { #ifdef POINTCLOUD_SHADER diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl index 89091316823..da131978f72 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl @@ -1,6 +1,5 @@ #pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) - void node_tex_environment_equirectangular(vec3 co, out vec3 uv) { vec3 nco = normalize(co); |