diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 17 |
1 files changed, 8 insertions, 9 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index ab5f2040175..e14e4dce405 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -397,8 +397,7 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode if (lamp->type==LA_AREA) return visifac; - switch(lamp->falloff_type) - { + switch (lamp->falloff_type) { case LA_FALLOFF_CONSTANT: break; case LA_FALLOFF_INVLINEAR: @@ -535,7 +534,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G } else { /* input */ - switch(ma->rampin_col) { + switch (ma->rampin_col) { case MA_RAMP_IN_ENERGY: GPU_link(mat, "ramp_rgbtobw", rgb, &fac); break; @@ -588,7 +587,7 @@ static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t if (ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) { /* input */ - switch(ma->rampin_spec) { + switch (ma->rampin_spec) { case MA_RAMP_IN_ENERGY: fac = t; break; @@ -807,7 +806,7 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in) { - switch(blendtype) { + switch (blendtype) { case MTEX_BLEND: GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in); break; @@ -858,7 +857,7 @@ static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *o static void texture_value_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in) { - switch(blendtype) { + switch (blendtype) { case MTEX_BLEND: GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in); break; @@ -1767,7 +1766,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) uniform->datatype = GPU_DATA_1I; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); - switch(input->textype) { + switch (input->textype) { case GPU_SHADOW2D: uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW; uniform->lamp = input->dynamicdata; @@ -1788,7 +1787,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) else { uniform->type = input->dynamictype; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); - switch(input->type) { + switch (input->type) { case 1: uniform->datatype = GPU_DATA_1F; break; @@ -1847,7 +1846,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) attribute->number = mat->attribs.layer[i].glindex; BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid); - switch(attribute->type) { + switch (attribute->type) { case CD_TANGENT: attribute->datatype = GPU_DATA_4F; break; |