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-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl1
-rw-r--r--source/blender/draw/engines/workbench/solid_mode.c1
-rw-r--r--source/blender/draw/engines/workbench/transparent_mode.c1
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_fxaa.c1
-rw-r--r--source/blender/draw/intern/draw_anim_viz.c1
-rw-r--r--source/blender/draw/modes/overlay_mode.c1
-rw-r--r--source/blender/draw/modes/shaders/common_fxaa_lib.glsl1
9 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index 5c62cb19152..11c223a45d6 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -319,4 +319,3 @@ float ltc_evaluate_disk(vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3])
return form_factor * diffuse_sphere_integral_cheap(avg_dir.z, form_factor);
#endif
}
-
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
index 450cb3e680b..41726a774eb 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
@@ -5,4 +5,3 @@ void main()
{
objectId = uint(object_id);
}
-
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 1b3737193b0..c21dd2af684 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -80,4 +80,3 @@ void main()
transparentAccum = vec4(shaded_color * weight, alpha);
revealageAccum = weight;
}
-
diff --git a/source/blender/draw/engines/workbench/solid_mode.c b/source/blender/draw/engines/workbench/solid_mode.c
index a3a42e10c8e..b28263d48cf 100644
--- a/source/blender/draw/engines/workbench/solid_mode.c
+++ b/source/blender/draw/engines/workbench/solid_mode.c
@@ -99,4 +99,3 @@ DrawEngineType draw_engine_workbench_solid = {
NULL,
NULL,
};
-
diff --git a/source/blender/draw/engines/workbench/transparent_mode.c b/source/blender/draw/engines/workbench/transparent_mode.c
index c5d3db4b390..3c4f7796c2b 100644
--- a/source/blender/draw/engines/workbench/transparent_mode.c
+++ b/source/blender/draw/engines/workbench/transparent_mode.c
@@ -93,4 +93,3 @@ DrawEngineType draw_engine_workbench_transparent = {
NULL,
NULL,
};
-
diff --git a/source/blender/draw/engines/workbench/workbench_effect_fxaa.c b/source/blender/draw/engines/workbench/workbench_effect_fxaa.c
index aeccb7646c7..1beb35e6440 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_fxaa.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_fxaa.c
@@ -60,4 +60,3 @@ void workbench_fxaa_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.effect_fxaa_sh);
}
-
diff --git a/source/blender/draw/intern/draw_anim_viz.c b/source/blender/draw/intern/draw_anim_viz.c
index 717b23775dc..42c36ab3662 100644
--- a/source/blender/draw/intern/draw_anim_viz.c
+++ b/source/blender/draw/intern/draw_anim_viz.c
@@ -348,4 +348,3 @@ DrawEngineType draw_engine_motion_path_type = {
NULL,
NULL,
};
-
diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
index 97403b14ac5..a67c7ffb131 100644
--- a/source/blender/draw/modes/overlay_mode.c
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -246,4 +246,3 @@ DrawEngineType draw_engine_overlay_type = {
NULL,
NULL,
};
-
diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
index 8158437b943..236ac5c67f0 100644
--- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
@@ -675,4 +675,3 @@ vec4 FxaaPixelShader(
return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
}
/*==========================================================================*/
-