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Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c5
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c5
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl4
4 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index d23287264b3..c15872b31fa 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -1166,9 +1166,8 @@ static void eevee_shadow_cascade_setup(Object *ob,
/* Compute offset. */
sub_v2_v2(shadow_texco, shadow_origin);
- mul_v2_fl(shadow_texco,
- (2.0f * sh_data->radius[c]) /
- linfo->shadow_cascade_size); /* Texture to light space. */
+ /* Texture to light space. */
+ mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_cascade_size);
/* Apply offset. */
add_v2_v2(center, shadow_texco);
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
index 2e56b64bd50..7209651a1d4 100644
--- a/source/blender/draw/engines/eevee/eevee_mist.c
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -66,8 +66,9 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
/* Create FrameBuffer. */
- DRW_texture_ensure_fullscreen_2d(
- &txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+
+ /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0);
GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 49f62c6bf5e..924b3d3b19b 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -146,8 +146,8 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_texture_ensure_fullscreen_2d(
- &txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+ /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, GPU_R32F, 0);
GPU_framebuffer_ensure_config(&fbl->ao_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)});
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
index 2d14f52d7e6..c3643cccbfc 100644
--- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
@@ -393,8 +393,8 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
return vec3(0.0);
}
- float range = abs(data.sh_far -
- data.sh_near); /* Same factor as in get_cascade_world_distance(). */
+ /* Same factor as in get_cascade_world_distance(). */
+ float range = abs(data.sh_far - data.sh_near);
vec4 shpos = shadows_cascade_data[scd_id].shadowmat[int(id)] * vec4(W, 1.0);
float dist = shpos.z * range;