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Diffstat (limited to 'source/blender/render/intern/source/shadeoutput.c')
-rw-r--r--source/blender/render/intern/source/shadeoutput.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index ece6e464bdf..5951006c7b5 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -331,7 +331,7 @@ static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
/* soft area */
/* not needed because t0 has been used for p1/p2 as well */
- /* if(doclip && t0<t2) { */
+ /* if (doclip && t0<t2) { */
/* *intens *= (t0-t1)/(t2-t1); */
/* } */
@@ -736,7 +736,7 @@ static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough
normalize_v3(h);
/* nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; */ /* Dot product between surface normal and half-way vector */
- /* if(nh<0.0f) nh = 0.0f; */
+ /* if (nh<0.0f) nh = 0.0f; */
nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
if (nv<=0.0f) nv= 0.0f;
@@ -746,7 +746,7 @@ static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough
if (nl<0.0f) return 0.0f; /* value from area light */
/* vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; */ /* Dot product between view vector and halfway vector */
- /* if(vh<=0.0f) vh= 0.0f; */
+ /* if (vh<=0.0f) vh= 0.0f; */
Lit_A = saacos(realnl);
View_A = saacos( nv );
@@ -1537,7 +1537,7 @@ static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
/* yafray: ignore shading by photonlights, not used in Blender */
if (lar->type==LA_YF_PHOTON) continue;
- if (lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
+ if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay)==0) continue;
if ((lar->lay & shi->lay)==0) continue;
if (lar->shb || (lar->mode & LA_SHAD_RAY)) {
@@ -1759,7 +1759,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
if (lar->type==LA_YF_PHOTON) continue;
/* test for lamp layer */
- if (lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
+ if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay)==0) continue;
if ((lar->lay & shi->lay)==0) continue;
/* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */