From 108045faa01849115c54190ebed788faf36dcb56 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 08:16:53 +0200 Subject: ClangFormat: format '#if 0' code in intern/ --- intern/cycles/kernel/shaders/stdosl.h | 47 +++++++++++++++++++++++++++-------- 1 file changed, 37 insertions(+), 10 deletions(-) (limited to 'intern/cycles/kernel/shaders') diff --git a/intern/cycles/kernel/shaders/stdosl.h b/intern/cycles/kernel/shaders/stdosl.h index 9b9720ffff9..2762b414ce4 100644 --- a/intern/cycles/kernel/shaders/stdosl.h +++ b/intern/cycles/kernel/shaders/stdosl.h @@ -235,15 +235,42 @@ int clamp(int x, int minval, int maxval) return max(min(x, maxval), minval); } #if 0 -normal mix (normal x, normal y, normal a) { return x*(1-a) + y*a; } -normal mix (normal x, normal y, float a) { return x*(1-a) + y*a; } -vector mix (vector x, vector y, vector a) { return x*(1-a) + y*a; } -vector mix (vector x, vector y, float a) { return x*(1-a) + y*a; } -point mix (point x, point y, point a) { return x*(1-a) + y*a; } -point mix (point x, point y, float a) { return x*(1-a) + y*a; } -color mix (color x, color y, color a) { return x*(1-a) + y*a; } -color mix (color x, color y, float a) { return x*(1-a) + y*a; } -float mix (float x, float y, float a) { return x*(1-a) + y*a; } +normal mix(normal x, normal y, normal a) +{ + return x * (1 - a) + y * a; +} +normal mix(normal x, normal y, float a) +{ + return x * (1 - a) + y * a; +} +vector mix(vector x, vector y, vector a) +{ + return x * (1 - a) + y * a; +} +vector mix(vector x, vector y, float a) +{ + return x * (1 - a) + y * a; +} +point mix(point x, point y, point a) +{ + return x * (1 - a) + y * a; +} +point mix(point x, point y, float a) +{ + return x * (1 - a) + y * a; +} +color mix(color x, color y, color a) +{ + return x * (1 - a) + y * a; +} +color mix(color x, color y, float a) +{ + return x * (1 - a) + y * a; +} +float mix(float x, float y, float a) +{ + return x * (1 - a) + y * a; +} #else normal mix(normal x, normal y, normal a) BUILTIN; normal mix(normal x, normal y, float a) BUILTIN; @@ -369,7 +396,7 @@ point rotate(point p, float angle, point a, point b) * anisotropic shader where angle is usually constant. */ #if 0 - sincos (angle, sinang, cosang); + sincos(angle, sinang, cosang); #else sinang = sin(angle); cosang = cos(angle); -- cgit v1.2.3