diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 6 |
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 */ |