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Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c3
2 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 5e4e594ecb5..1fb7a9cec46 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -31,9 +31,10 @@ float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
/* divide by sensor size to get the normalized size */
#define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize)
-#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
- ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
- : (z * 2.0 - 1.0) * nearFar.y)
+#define linear_depth(z) \
+ ((ProjectionMatrix[3][3] == 0.0) ? \
+ (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \
+ (z * 2.0 - 1.0) * nearFar.y)
const float MAX_COC_SIZE = 100.0;
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index dfd8152ae06..4afc692455c 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -264,8 +264,7 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
{
- wpd->prepass_solid_sh
- = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
+ wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg);
wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg);
wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg);