diff options
Diffstat (limited to 'source/blender/draw/engines/eevee')
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; |