diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-06-03 17:36:16 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-06-03 17:42:22 +0300 |
commit | 0efe89bdd810226f7474b90ab79d927eadf6746a (patch) | |
tree | 502cf6d81a9d91a8b8c8c7e236860eb3eac2755f /source/blender | |
parent | 97e53d2385cd0b72add07bff4df1f8bc660f51fb (diff) |
Cleanup: style, use braces in GPU
Diffstat (limited to 'source/blender')
14 files changed, 246 insertions, 123 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl index 036fc0aaeec..d25cd586e65 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl @@ -22,12 +22,15 @@ void main() finalColor = calls_data[i * 3 + 2]; /* TODO Remove this */ - if (v == 2) + if (v == 2) { v = 4; - else if (v == 3) + } + else if (v == 3) { v = 0; - else if (v == 5) + } + else if (v == 5) { v = 2; + } if (v == 0) { pos.xy = pos.xw; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl index e17c5cda000..0b2bc08944e 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl @@ -199,14 +199,18 @@ vec2 do_widget(void) /* Position to corner */ vec4 rct = (is_inner) ? recti : rect; - if (cflag == BOTTOM_LEFT) + if (cflag == BOTTOM_LEFT) { v += rct.xz; - else if (cflag == BOTTOM_RIGHT) + } + else if (cflag == BOTTOM_RIGHT) { v += rct.yz; - else if (cflag == TOP_RIGHT) + } + else if (cflag == TOP_RIGHT) { v += rct.yw; - else /* (cflag == TOP_LEFT) */ + } + else /* (cflag == TOP_LEFT) */ { v += rct.xw; + } vec2 uv = faci * (v - recti.xz); @@ -250,10 +254,12 @@ vec2 do_tria() bool is_tria_first = (vflag & TRIA_FIRST) != 0u; - if (is_tria_first) + if (is_tria_first) { v = v * tria1Size + tria1Center; - else + } + else { v = v * tria2Size + tria2Center; + } return v; } diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl index 99f80f6a7f2..dc2849c8aa9 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl @@ -81,14 +81,18 @@ void main() /* Position to corner */ vec4 rct = (is_inner) ? recti : rect; - if (cflag == BOTTOM_LEFT) + if (cflag == BOTTOM_LEFT) { v += rct.xz; - else if (cflag == BOTTOM_RIGHT) + } + else if (cflag == BOTTOM_RIGHT) { v += rct.yz; - else if (cflag == TOP_RIGHT) + } + else if (cflag == TOP_RIGHT) { v += rct.yw; - else /* (cflag == TOP_LEFT) */ + } + else /* (cflag == TOP_LEFT) */ { v += rct.xw; + } gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0); } diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl index d1a36c3ee38..6f7d68856d5 100644 --- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl @@ -4,8 +4,10 @@ out vec4 fragColor; void main() { - if (finalColor.a > 0.0) + if (finalColor.a > 0.0) { fragColor = finalColor; - else + } + else { discard; + } } diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl index fcef4c266e8..21c925560b9 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl @@ -76,14 +76,18 @@ void main(void) /* culling outside viewport */ vec2 area = Viewport * 4.0; - if (sp1.x < -area.x || sp1.x > area.x) + if (sp1.x < -area.x || sp1.x > area.x) { return; - if (sp1.y < -area.y || sp1.y > area.y) + } + if (sp1.y < -area.y || sp1.y > area.y) { return; - if (sp2.x < -area.x || sp2.x > area.x) + } + if (sp2.x < -area.x || sp2.x > area.x) { return; - if (sp2.y < -area.y || sp2.y > area.y) + } + if (sp2.y < -area.y || sp2.y > area.y) { return; + } /* determine the direction of each of the 3 segments (previous, current, next) */ vec2 v0 = normalize(sp1 - sp0); @@ -102,16 +106,20 @@ void main(void) /* determine the length of the miter by projecting it onto normal and then inverse it */ float an1 = dot(miter_a, n1); float bn1 = dot(miter_b, n2); - if (an1 == 0) + if (an1 == 0) { an1 = 1; - if (bn1 == 0) + } + if (bn1 == 0) { bn1 = 1; + } float length_a = finalThickness[1] / an1; float length_b = finalThickness[2] / bn1; - if (length_a <= 0.0) + if (length_a <= 0.0) { length_a = 0.01; - if (length_b <= 0.0) + } + if (length_b <= 0.0) { length_b = 0.01; + } /* prevent excessively long miters at sharp corners */ if (dot(v0, v1) < -MiterLimit) { diff --git a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl index d843550cd9a..e6acdd446d3 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl @@ -9,10 +9,12 @@ out vec4 fragColor; float linearrgb_to_srgb(float c) { - if (c < 0.0031308) + if (c < 0.0031308) { return (c < 0.0) ? 0.0 : c * 12.92; - else + } + else { return 1.055 * pow(c, 1.0 / 2.4) - 0.055; + } } void linearrgb_to_srgb(vec4 col_from, out vec4 col_to) diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl index f3bda2cf27d..1193e1b5b9c 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl @@ -49,17 +49,20 @@ void main() if (finalEdgeClass > 0.0f) { // front-facing edge - if (drawFront) + if (drawFront) { emitLine(vec4(fCol[0], 0.75)); + } } else if (finalEdgeClass < 0.0f) { // back-facing edge - if (drawBack) + if (drawBack) { emitLine(vec4(fCol[0], 0.5)); + } } else { // exactly one face is front-facing, silhouette edge - if (drawSilhouette) + if (drawSilhouette) { emitLine(vec4(fCol[0], 1.0)); + } } } diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl index 62a526cae49..543497e890b 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl @@ -53,12 +53,15 @@ void main() bool face_1_front = front(normal_matrix, N1, eye); bool face_2_front = front(normal_matrix, N2, eye); - if (face_1_front && face_2_front) + if (face_1_front && face_2_front) { edgeClass = 1.0; // front-facing edge - else if (face_1_front || face_2_front) + } + else if (face_1_front || face_2_front) { edgeClass = 0.0; // exactly one face is front-facing, silhouette edge - else + } + else { edgeClass = -1.0; // back-facing edge + } fCol = color; diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl index 13c4a7a310e..374dcab2415 100644 --- a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl @@ -20,12 +20,15 @@ void main() vec3 offset = vec3(0.0); #ifdef AXIS_NAME - if (pos.z == 0.0) + if (pos.z == 0.0) { offset = vec3(1.125, 0.0, 0.0); - else if (pos.z == 1.0) + } + else if (pos.z == 1.0) { offset = vec3(0.0, 1.125, 0.0); - else + } + else { offset = vec3(0.0, 0.0, 1.125); + } offset *= size; #endif diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 7dc3958d5b6..306edb76fa5 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -13,18 +13,22 @@ float exp_blender(float f) float compatible_pow(float x, float y) { - if (y == 0.0) /* x^0 -> 1, including 0^0 */ + if (y == 0.0) { /* x^0 -> 1, including 0^0 */ return 1.0; + } /* glsl pow doesn't accept negative x */ if (x < 0.0) { - if (mod(-y, 2.0) == 0.0) + if (mod(-y, 2.0) == 0.0) { return pow(-x, y); - else + } + else { return -pow(-x, y); + } } - else if (x == 0.0) + else if (x == 0.0) { return 0.0; + } return pow(x, y); } @@ -39,8 +43,9 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol) cdelta = cmax - cmin; v = cmax; - if (cmax != 0.0) + if (cmax != 0.0) { s = cdelta / cmax; + } else { s = 0.0; h = 0.0; @@ -52,17 +57,21 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol) else { c = (vec3(cmax) - rgb.xyz) / cdelta; - if (rgb.x == cmax) + if (rgb.x == cmax) { h = c[2] - c[1]; - else if (rgb.y == cmax) + } + else if (rgb.y == cmax) { h = 2.0 + c[0] - c[2]; - else + } + else { h = 4.0 + c[1] - c[0]; + } h /= 6.0; - if (h < 0.0) + if (h < 0.0) { h += 1.0; + } } outcol = vec4(h, s, v, rgb.w); @@ -81,8 +90,9 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol) rgb = vec3(v, v, v); } else { - if (h == 1.0) + if (h == 1.0) { h = 0.0; + } h *= 6.0; i = floor(h); @@ -92,18 +102,24 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol) q = v * (1.0 - (s * f)); t = v * (1.0 - (s * (1.0 - f))); - if (i == 0.0) + if (i == 0.0) { rgb = vec3(v, t, p); - else if (i == 1.0) + } + else if (i == 1.0) { rgb = vec3(q, v, p); - else if (i == 2.0) + } + else if (i == 2.0) { rgb = vec3(p, v, t); - else if (i == 3.0) + } + else if (i == 3.0) { rgb = vec3(p, q, v); - else if (i == 4.0) + } + else if (i == 4.0) { rgb = vec3(t, p, v); - else + } + else { rgb = vec3(v, p, q); + } } outcol = vec4(rgb, hsv.w); @@ -188,15 +204,18 @@ void point_map_to_sphere(vec3 vin, out vec3 vout) float len = length(vin); float v, u; if (len > 0.0) { - if (vin.x == 0.0 && vin.y == 0.0) + if (vin.x == 0.0 && vin.y == 0.0) { u = 0.0; - else + } + else { u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0; + } v = 1.0 - acos(vin.z / len) / M_PI; } - else + else { v = u = 0.0; + } vout = vec3(u, v, 0.0); } @@ -206,10 +225,12 @@ void point_map_to_tube(vec3 vin, out vec3 vout) float u, v; v = (vin.z + 1.0) * 0.5; float len = sqrt(vin.x * vin.x + vin.y * vin[1]); - if (len > 0.0) + if (len > 0.0) { u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5; - else + } + else { v = u = 0.0; + } vout = vec3(u, v, 0.0); } @@ -246,10 +267,12 @@ void math_multiply(float val1, float val2, out float outval) void math_divide(float val1, float val2, out float outval) { - if (val2 == 0.0) + if (val2 == 0.0) { outval = 0.0; - else + } + else { outval = val1 / val2; + } } void math_sine(float val, out float outval) @@ -269,18 +292,22 @@ void math_tangent(float val, out float outval) void math_asin(float val, out float outval) { - if (val <= 1.0 && val >= -1.0) + if (val <= 1.0 && val >= -1.0) { outval = asin(val); - else + } + else { outval = 0.0; + } } void math_acos(float val, out float outval) { - if (val <= 1.0 && val >= -1.0) + if (val <= 1.0 && val >= -1.0) { outval = acos(val); - else + } + else { outval = 0.0; + } } void math_atan(float val, out float outval) @@ -296,19 +323,23 @@ void math_pow(float val1, float val2, out float outval) else { float val2_mod_1 = mod(abs(val2), 1.0); - if (val2_mod_1 > 0.999 || val2_mod_1 < 0.001) + if (val2_mod_1 > 0.999 || val2_mod_1 < 0.001) { outval = compatible_pow(val1, floor(val2 + 0.5)); - else + } + else { outval = 0.0; + } } } void math_log(float val1, float val2, out float outval) { - if (val1 > 0.0 && val2 > 0.0) + if (val1 > 0.0 && val2 > 0.0) { outval = log2(val1) / log2(val2); - else + } + else { outval = 0.0; + } } void math_max(float val1, float val2, out float outval) @@ -328,26 +359,32 @@ void math_round(float val, out float outval) void math_less_than(float val1, float val2, out float outval) { - if (val1 < val2) + if (val1 < val2) { outval = 1.0; - else + } + else { outval = 0.0; + } } void math_greater_than(float val1, float val2, out float outval) { - if (val1 > val2) + if (val1 > val2) { outval = 1.0; - else + } + else { outval = 0.0; + } } void math_modulo(float val1, float val2, out float outval) { - if (val2 == 0.0) + if (val2 == 0.0) { outval = 0.0; - else + } + else { outval = mod(val1, val2); + } /* change sign to match C convention, mod in GLSL will take absolute for negative numbers, * see https://www.opengl.org/sdk/docs/man/html/mod.xhtml */ @@ -381,10 +418,12 @@ void math_fract(float val, out float outval) void math_sqrt(float val, out float outval) { - if (val > 0.0) + if (val > 0.0) { outval = sqrt(val); - else + } + else { outval = 0.0; + } } void squeeze(float val, float width, float center, out float outval) @@ -627,20 +666,26 @@ void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol) outcol = col1; - if (outcol.r < 0.5) + if (outcol.r < 0.5) { outcol.r *= facm + 2.0 * fac * col2.r; - else + } + else { outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r); + } - if (outcol.g < 0.5) + if (outcol.g < 0.5) { outcol.g *= facm + 2.0 * fac * col2.g; - else + } + else { outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g); + } - if (outcol.b < 0.5) + if (outcol.b < 0.5) { outcol.b *= facm + 2.0 * fac * col2.b; - else + } + else { outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b); + } } void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol) @@ -657,12 +702,15 @@ void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol) outcol = col1; - if (col2.r != 0.0) + if (col2.r != 0.0) { outcol.r = facm * outcol.r + fac * outcol.r / col2.r; - if (col2.g != 0.0) + } + if (col2.g != 0.0) { outcol.g = facm * outcol.g + fac * outcol.g / col2.g; - if (col2.b != 0.0) + } + if (col2.b != 0.0) { outcol.b = facm * outcol.b + fac * outcol.b / col2.b; + } } void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol) @@ -693,30 +741,39 @@ void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol) if (outcol.r != 0.0) { float tmp = 1.0 - fac * col2.r; - if (tmp <= 0.0) + if (tmp <= 0.0) { outcol.r = 1.0; - else if ((tmp = outcol.r / tmp) > 1.0) + } + else if ((tmp = outcol.r / tmp) > 1.0) { outcol.r = 1.0; - else + } + else { outcol.r = tmp; + } } if (outcol.g != 0.0) { float tmp = 1.0 - fac * col2.g; - if (tmp <= 0.0) + if (tmp <= 0.0) { outcol.g = 1.0; - else if ((tmp = outcol.g / tmp) > 1.0) + } + else if ((tmp = outcol.g / tmp) > 1.0) { outcol.g = 1.0; - else + } + else { outcol.g = tmp; + } } if (outcol.b != 0.0) { float tmp = 1.0 - fac * col2.b; - if (tmp <= 0.0) + if (tmp <= 0.0) { outcol.b = 1.0; - else if ((tmp = outcol.b / tmp) > 1.0) + } + else if ((tmp = outcol.b / tmp) > 1.0) { outcol.b = 1.0; - else + } + else { outcol.b = tmp; + } } } @@ -728,34 +785,46 @@ void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol) outcol = col1; tmp = facm + fac * col2.r; - if (tmp <= 0.0) + if (tmp <= 0.0) { outcol.r = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) + } + else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) { outcol.r = 0.0; - else if (tmp > 1.0) + } + else if (tmp > 1.0) { outcol.r = 1.0; - else + } + else { outcol.r = tmp; + } tmp = facm + fac * col2.g; - if (tmp <= 0.0) + if (tmp <= 0.0) { outcol.g = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) + } + else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) { outcol.g = 0.0; - else if (tmp > 1.0) + } + else if (tmp > 1.0) { outcol.g = 1.0; - else + } + else { outcol.g = tmp; + } tmp = facm + fac * col2.b; - if (tmp <= 0.0) + if (tmp <= 0.0) { outcol.b = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) + } + else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) { outcol.b = 0.0; - else if (tmp > 1.0) + } + else if (tmp > 1.0) { outcol.b = 1.0; - else + } + else { outcol.b = tmp; + } } void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol) @@ -1924,12 +1993,15 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol) { outcol = col; - if (col.r > 0.0) + if (col.r > 0.0) { outcol.r = compatible_pow(col.r, gamma); - if (col.g > 0.0) + } + if (col.g > 0.0) { outcol.g = compatible_pow(col.g, gamma); - if (col.b > 0.0) + } + if (col.b > 0.0) { outcol.b = compatible_pow(col.b, gamma); + } } /* geometry */ @@ -1958,8 +2030,9 @@ void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec vec4 value = texture(tex, cos).rgba; /* Density is premultiplied for interpolation, divide it out here. */ - if (value.a > 1e-8) + if (value.a > 1e-8) { value.rgb /= value.a; + } outvec = value.rgb * volumeColor; outcol = vec4(outvec, 1.0); @@ -2869,8 +2942,9 @@ float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves) } rmd = octaves - floor(octaves); - if (rmd != 0.0) + if (rmd != 0.0) { value += rmd * snoise(p) * pwr; + } return value; } @@ -2896,8 +2970,9 @@ float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octa } rmd = octaves - floor(octaves); - if (rmd != 0.0) + if (rmd != 0.0) { value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */ + } return value; } @@ -2956,8 +3031,9 @@ float noise_musgrave_hybrid_multi_fractal( p *= lacunarity; for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { - if (weight > 1.0) + if (weight > 1.0) { weight = 1.0; + } signal = (snoise(p) + offset) * pwr; pwr *= pwHL; @@ -2967,8 +3043,9 @@ float noise_musgrave_hybrid_multi_fractal( } rmd = octaves - floor(octaves); - if (rmd != 0.0) + if (rmd != 0.0) { result += rmd * ((snoise(p) + offset) * pwr); + } return result; } @@ -3015,18 +3092,23 @@ float svm_musgrave(int type, float gain, vec3 p) { - if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) + if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) { return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); - else if (type == 1 /* NODE_MUSGRAVE_FBM */) + } + else if (type == 1 /* NODE_MUSGRAVE_FBM */) { return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); - else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) + } + else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) { return intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); - else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) + } + else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) { return intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); - else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) + } + else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) { return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset); + } return 0.0; } @@ -3173,13 +3255,16 @@ float calc_wave( { float n; - if (wave_type == 0) /* type bands */ + if (wave_type == 0) { /* type bands */ n = (p.x + p.y + p.z) * 10.0; - else /* type rings */ + } + else { /* type rings */ n = length(p) * 20.0; + } - if (distortion != 0.0) + if (distortion != 0.0) { n += distortion * noise_turbulence(p * detail_scale, detail, 0); + } if (wave_profile == 0) { /* profile sin */ return 0.5 + 0.5 * sin(n); diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl index c31cf852f6a..692320bea93 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl @@ -10,8 +10,9 @@ void main() const float rad_squared = 0.25; // round point with jaggy edges - if (dist_squared > rad_squared) + if (dist_squared > rad_squared) { discard; + } fragColor = color; } diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl index ba8321aa295..86c0e5c950a 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl @@ -9,8 +9,9 @@ void main() const float rad_squared = 0.25; // round point with jaggy edges - if (dist_squared > rad_squared) + if (dist_squared > rad_squared) { discard; + } fragColor = finalColor; } diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl index 8ddf460a3ac..11694de38ca 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl @@ -27,6 +27,7 @@ void main() fragColor.rgb = outlineColor.rgb; fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist)); } - else + else { fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist)); + } } diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl index 9c5690bf373..f30e292154e 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl @@ -26,6 +26,7 @@ void main() fragColor.rgb = outlineColor.rgb; fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist)); } - else + else { fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist)); + } } |