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Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.cc')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc
index 0274966d4b9..5fcf5994d1d 100644
--- a/source/blender/gpu/intern/gpu_matrix.cc
+++ b/source/blender/gpu/intern/gpu_matrix.cc
@@ -606,7 +606,7 @@ const float (*GPU_matrix_projection_get(float m[4][4]))[4]
const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]
{
- if (m == NULL) {
+ if (m == nullptr) {
static Mat4 temp;
m = temp;
}
@@ -617,12 +617,12 @@ const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]
const float (*GPU_matrix_normal_get(float m[3][3]))[3]
{
- if (m == NULL) {
+ if (m == nullptr) {
static Mat3 temp3;
m = temp3;
}
- copy_m3_m4(m, (const float(*)[4])GPU_matrix_model_view_get(NULL));
+ copy_m3_m4(m, (const float(*)[4])GPU_matrix_model_view_get(nullptr));
invert_m3(m);
transpose_m3(m);
@@ -632,7 +632,7 @@ const float (*GPU_matrix_normal_get(float m[3][3]))[3]
const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3]
{
- if (m == NULL) {
+ if (m == nullptr) {
static Mat3 temp3;
m = temp3;
}
@@ -658,17 +658,17 @@ void GPU_matrix_bind(GPUShader *shader)
int32_t P_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV);
if (MV != -1) {
- GPU_shader_uniform_vector(shader, MV, 16, 1, (const float *)GPU_matrix_model_view_get(NULL));
+ GPU_shader_uniform_vector(shader, MV, 16, 1, (const float *)GPU_matrix_model_view_get(nullptr));
}
if (P != -1) {
- GPU_shader_uniform_vector(shader, P, 16, 1, (const float *)GPU_matrix_projection_get(NULL));
+ GPU_shader_uniform_vector(shader, P, 16, 1, (const float *)GPU_matrix_projection_get(nullptr));
}
if (MVP != -1) {
GPU_shader_uniform_vector(
- shader, MVP, 16, 1, (const float *)GPU_matrix_model_view_projection_get(NULL));
+ shader, MVP, 16, 1, (const float *)GPU_matrix_model_view_projection_get(nullptr));
}
if (N != -1) {
- GPU_shader_uniform_vector(shader, N, 9, 1, (const float *)GPU_matrix_normal_get(NULL));
+ GPU_shader_uniform_vector(shader, N, 9, 1, (const float *)GPU_matrix_normal_get(nullptr));
}
if (MV_inv != -1) {
Mat4 m;