diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-11-15 18:32:18 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2018-11-15 18:32:18 +0300 |
commit | d546269de89034ce8004771ee03d5f42eaa5da45 (patch) | |
tree | 6da09b5bc1e23260e1d3d11d111714140be04329 /source/blender | |
parent | 9d52ff1ced73e737e5e395731a8cc1d8afa16acd (diff) |
Cleanup: Double semicolon at the end of line
Diffstat (limited to 'source/blender')
3 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index c5dbf29a3f4..3a5f6171a16 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -18,7 +18,7 @@ Closure nodetree_exec(void) /* Shade as a cylinder. */ cos_theta = hairThickTime / hairThickness; } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta)); vec3 N = normalize(worldNormal * sin_theta + B * cos_theta); vec3 vN = mat3(ViewMatrix) * N; #else diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index e9adc38ea27..e97bc7d1f67 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -122,7 +122,7 @@ vec2 compute_fixvec(int i) perp = -perp; } /* Make it view independent */ - return perp * sizeEdgeFix / viewportSize;; + return perp * sizeEdgeFix / viewportSize; } void main() diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index e729034f617..ae6ea7eefa2 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3060,7 +3060,7 @@ void world_normals_get(out vec3 N) /* Shade as a cylinder. */ cos_theta = hairThickTime / hairThickness; } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta)); N = normalize(worldNormal * sin_theta + B * cos_theta); #else N = gl_FrontFacing ? worldNormal : -worldNormal; |