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authorClément Foucault <foucault.clem@gmail.com>2018-02-03 05:00:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-02-05 03:59:14 +0300
commite1d5d55b5683d9461c92f97ac5cc92b013b2bea5 (patch)
tree329ea459bf07920f76ea2dcb4611eeadc43f78e9 /source
parent07e1212e341a2259cc3bb8d419c6051302db6330 (diff)
Eevee: Codestyle: Indent #ifdefs
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl100
1 files changed, 50 insertions, 50 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 9e5f8a33270..09e3024ae10 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -654,12 +654,12 @@ Closure closure_add(Closure cl1, Closure cl2)
struct Closure {
vec3 radiance;
float opacity;
-#ifdef USE_SSS
+# ifdef USE_SSS
vec4 sss_data;
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
vec3 sss_albedo;
-#endif
-#endif
+# endif
+# endif
vec4 ssr_data;
vec2 ssr_normal;
int ssr_id;
@@ -669,15 +669,15 @@ struct Closure {
#define TRANSPARENT_CLOSURE_FLAG -2
#define REFRACT_CLOSURE_FLAG -3
-#ifdef USE_SSS
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS
+# ifdef USE_SSS_ALBEDO
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), -1)
-#else
+# else
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1)
-#endif
-#else
+# endif
+# else
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
-#endif
+# endif
uniform int outputSsrId;
@@ -697,33 +697,33 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
}
if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
cl1.radiance = cl2.radiance;
-#ifdef USE_SSS
+# ifdef USE_SSS
cl1.sss_data = cl2.sss_data;
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
cl1.sss_albedo = cl2.sss_albedo;
-#endif
-#endif
+# endif
+# endif
}
if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
cl2.radiance = cl1.radiance;
-#ifdef USE_SSS
+# ifdef USE_SSS
cl2.sss_data = cl1.sss_data;
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
cl2.sss_albedo = cl1.sss_albedo;
-#endif
-#endif
+# endif
+# endif
}
cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
-#ifdef USE_SSS
+# ifdef USE_SSS
cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac);
cl.sss_data.a = (cl1.sss_data.a > 0.0) ? cl1.sss_data.a : cl2.sss_data.a;
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
/* TODO Find a solution to this. Dither? */
cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo;
-#endif
-#endif
+# endif
+# endif
return cl;
}
@@ -731,80 +731,80 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
Closure closure_add(Closure cl1, Closure cl2)
{
Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
-#ifdef USE_SSS
+# ifdef USE_SSS
cl.sss_data = (cl1.sss_data.a > 0.0) ? cl1.sss_data : cl2.sss_data;
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
/* TODO Find a solution to this. Dither? */
cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo;
-#endif
-#endif
+# endif
+# endif
cl.radiance = cl1.radiance + cl2.radiance;
cl.opacity = saturate(cl1.opacity + cl2.opacity);
return cl;
}
-#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY)
+# if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY)
layout(location = 0) out vec4 fragColor;
-#ifdef USE_SSS
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS
+# ifdef USE_SSS_ALBEDO
layout(location = 1) out vec4 sssData;
layout(location = 2) out vec4 sssAlbedo;
layout(location = 3) out vec4 ssrNormals;
layout(location = 4) out vec4 ssrData;
-#else
+# else
layout(location = 1) out vec4 sssData;
layout(location = 2) out vec4 ssrNormals;
layout(location = 3) out vec4 ssrData;
-#endif /* USE_SSS_ALBEDO */
-#else
+# endif /* USE_SSS_ALBEDO */
+# else
layout(location = 1) out vec4 ssrNormals;
layout(location = 2) out vec4 ssrData;
-#endif /* USE_SSS */
+# endif /* USE_SSS */
Closure nodetree_exec(void); /* Prototype */
-#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
+# if defined(USE_ALPHA_BLEND_VOLUMETRICS)
/* Prototype because this file is included before volumetric_lib.glsl */
vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth);
-#endif
+# endif
#define NODETREE_EXEC
void main()
{
Closure cl = nodetree_exec();
-#ifndef USE_ALPHA_BLEND
+# ifndef USE_ALPHA_BLEND
/* Prevent alpha hash material writing into alpha channel. */
cl.opacity = 1.0;
-#endif
+# endif
-#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
+# if defined(USE_ALPHA_BLEND_VOLUMETRICS)
/* XXX fragile, better use real viewport resolution */
vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
-#else
+# else
fragColor = vec4(cl.radiance, cl.opacity);
-#endif
+# endif
ssrNormals = cl.ssr_normal.xyyy;
ssrData = cl.ssr_data;
-#ifdef USE_SSS
+# ifdef USE_SSS
sssData = cl.sss_data;
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
sssAlbedo = cl.sss_albedo.rgbb;
-#endif
-#endif
+# endif
+# endif
/* For Probe capture */
-#ifdef USE_SSS
-#ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS
+# ifdef USE_SSS_ALBEDO
fragColor.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * float(!sssToggle);
-#else
+# else
fragColor.rgb += cl.sss_data.rgb * float(!sssToggle);
-#endif
-#endif
+# endif
+# endif
}
-#endif /* MESH_SHADER && !SHADOW_SHADER */
+# endif /* MESH_SHADER && !SHADOW_SHADER */
#endif /* VOLUMETRICS */