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authorSergey Sharybin <sergey.vfx@gmail.com>2018-11-15 18:32:18 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-11-15 18:32:18 +0300
commitd546269de89034ce8004771ee03d5f42eaa5da45 (patch)
tree6da09b5bc1e23260e1d3d11d111714140be04329 /source/blender
parent9d52ff1ced73e737e5e395731a8cc1d8afa16acd (diff)
Cleanup: Double semicolon at the end of line
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
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;