Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 4fc04175bba..147d002475b 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -93,7 +93,7 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
float srgb_to_linearrgb(float c)
{
if(c < 0.04045)
- return (c < 0.0)? 0.0: c * (1.0/12.92);
+ return (c < 0.0) ? 0.0: c * (1.0 / 12.92);
else
return pow((c + 0.055)*(1.0/1.055), 2.4);
}
@@ -101,7 +101,7 @@ float srgb_to_linearrgb(float c)
float linearrgb_to_srgb(float c)
{
if(c < 0.0031308)
- return (c < 0.0)? 0.0: c * 12.92;
+ return (c < 0.0) ? 0.0: c * 12.92;
else
return 1.055 * pow(c, 1.0/2.4) - 0.055;
}
@@ -2098,7 +2098,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
float eta = max(ior, 0.00001);
- result = fresnel_dielectric(I, N, eta); //backfacing()? 1.0/eta: eta);
+ result = fresnel_dielectric(I, N, eta); //backfacing() ? 1.0/eta: eta);
}
/* geometry */