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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl2
8 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 44f22848c2f..598cc3e5183 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -147,7 +147,7 @@ void main()
make_orthonormal_basis(N, T, B); /* Generate tangent space */
/* Planar Reflections */
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) {
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
PlanarData pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0);
@@ -504,7 +504,7 @@ void main()
/* Find Planar Reflections affecting this pixel */
PlanarData pd;
float planar_index;
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) {
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) {
pd = planars_data[i];
float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index 7edb0053da7..86f53522bc6 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -141,7 +141,7 @@ void main(void)
rand.xy *= fast_sqrt(rand.z);
vec3 accum = vec3(0.0);
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
/* Only shadowed light can produce translucency */
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index 37b02a2130f..296c1581545 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -64,7 +64,7 @@ void main()
float weight_accum = 0.0;
vec3 sh = vec3(0.0);
- for (int face = 0; face < 6; ++face) {
+ for (int face = 0; face < 6; face++) {
for (float x = halfpix; x < 1.0; x += pixstep) {
for (float y = halfpix; y < 1.0; y += pixstep) {
float weight, coef;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
index e10cb5f4999..f8bc1703c66 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
@@ -37,7 +37,7 @@ void main()
fFace = face[0];
gl_Layer = Layer + fFace;
- for (int v = 0; v < 3; ++v) {
+ for (int v = 0; v < 3; v++) {
gl_Position = vPos[v];
worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
#ifdef USE_ATTR
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 56c05e3c036..ab205b78274 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -233,7 +233,7 @@ void fallback_cubemap(vec3 N,
#endif
/* Starts at 1 because 0 is world probe */
- for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) {
+ for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; i++) {
float fade = probe_attenuation_cube(i, W);
if (fade > 0.0) {
@@ -262,7 +262,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
vec3 irradiance_accum = vec3(0.0);
/* For each neighbor cells */
- for (int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; i++) {
ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index f55b42eb148..3774054659d 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -234,7 +234,7 @@ void CLOSURE_NAME(vec3 N
vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
@@ -304,7 +304,7 @@ void CLOSURE_NAME(vec3 N
/* Planar Reflections */
/* ---------------------------- */
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) {
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) {
PlanarData pd = planars_data[i];
/* Fade on geometric normal. */
@@ -380,7 +380,7 @@ void CLOSURE_NAME(vec3 N
# endif
/* Starts at 1 because 0 is world probe */
- for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) {
+ for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) {
float fade = probe_attenuation_cube(i, worldPosition);
if (fade > 0.0) {
@@ -515,7 +515,7 @@ void CLOSURE_NAME(vec3 N
/* Irradiance Grids */
/* ---------------------------- */
/* Start at 1 because 0 is world irradiance */
- for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) {
+ for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) {
GridData gd = grids_data[i];
vec3 localpos;
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 acd1e58ff97..1ae6a258d3d 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -39,7 +39,7 @@ void main()
/* Without compute shader and arbitrary write we need to
* accumulate from the beginning of the ray for each cell. */
float integration_end = float(slice);
- for (int i = 0; i < slice; ++i) {
+ for (int i = 0; i < slice; i++) {
ivec3 volume_cell = ivec3(gl_FragCoord.xy, i);
vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
index d345cd5c808..9621fa1cc0d 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
@@ -38,7 +38,7 @@ void main()
phase_function_isotropic();
#ifdef VOLUME_LIGHTING /* Lights */
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];