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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c62
1 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 03afa0b1b5a..c81ddd6a770 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -435,34 +435,34 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
#if 0
static void area_lamp_vectors(LampRen *lar)
{
- float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac;
-
- /* make it smaller, so area light can be multisampled */
- multifac= 1.0f/sqrt((float)lar->ray_totsamp);
- xsize *= multifac;
- ysize *= multifac;
-
- /* corner vectors */
- lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
- lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
- lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
-
- /* corner vectors */
- lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
- lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
- lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
-
- /* corner vectors */
- lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
- lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
- lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
-
- /* corner vectors */
- lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
- lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
- lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
- /* only for correction button size, matrix size works on energy */
- lar->areasize= lar->dist*lar->dist/(4.0*xsize*ysize);
+ float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac;
+
+ /* make it smaller, so area light can be multisampled */
+ multifac= 1.0f/sqrt((float)lar->ray_totsamp);
+ xsize *= multifac;
+ ysize *= multifac;
+
+ /* corner vectors */
+ lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
+ lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
+ lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
+ lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
+ lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
+ lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
+ lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
+ lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
+ lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
+ /* only for correction button size, matrix size works on energy */
+ lar->areasize= lar->dist*lar->dist/(4.0*xsize*ysize);
}
#endif
@@ -965,7 +965,7 @@ static void do_material_tex(GPUShadeInput *shi)
if(tex->imaflag & TEX_USEALPHA)
talpha= 1;
- }
+ }
else continue;
/* texture output */
@@ -1187,7 +1187,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
shr->alpha = shi->alpha;
if(world) {
- /* exposure correction */
+ /* exposure correction */
if(world->exp!=0.0f || world->range!=1.0f) {
linfac= 1.0 + pow((2.0*world->exp + 0.5), -10);
logfac= log((linfac-1.0)/linfac)/world->range;
@@ -1478,7 +1478,7 @@ void GPU_lamp_free(Object *ob)
int GPU_lamp_has_shadow_buffer(GPULamp *lamp)
{
return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
- !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
+ !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
lamp->tex && lamp->fb);
}