From caec6f3d418c1e2d17f708f1de33b23008045870 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Mon, 23 May 2016 10:31:36 +0200 Subject: Code cleanup, stick closer to a blender code style in GLSL shader --- .../blender/gpu/shaders/gpu_shader_basic_geom.glsl | 6 +- .../blender/gpu/shaders/gpu_shader_basic_vert.glsl | 2 +- .../blender/gpu/shaders/gpu_shader_material.glsl | 282 ++++++++++----------- source/blender/gpu/shaders/gpu_shader_vertex.glsl | 2 +- 4 files changed, 146 insertions(+), 146 deletions(-) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl index ffd747ab1eb..674dd534352 100644 --- a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl @@ -52,13 +52,13 @@ void main(void) */ float t0 = start.z + start.w; float t1 = end.z + end.w; - if(t0 < 0.0) { - if(t1 < 0.0) { + if (t0 < 0.0) { + if (t1 < 0.0) { return; } start = mix(start, end, (0 - t0) / (t1 - t0)); } - if(t1 < 0.0) { + if (t1 < 0.0) { end = mix(start, end, (0 - t0) / (t1 - t0)); } diff --git a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl index 04900001998..cef28ea3026 100644 --- a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl @@ -39,7 +39,7 @@ void main() #ifdef CLIP_WORKAROUND int i; - for(i = 0; i < 6; i++) + for (i = 0; i < 6; i++) gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]); #elif !defined(GPU_ATI) // Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index be7228b979a..6d2d395ef48 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -16,17 +16,17 @@ float exp_blender(float f) float compatible_pow(float x, float y) { - if(y == 0.0) /* x^0 -> 1, including 0^0 */ + if (y == 0.0) /* x^0 -> 1, including 0^0 */ return 1.0; /* glsl pow doesn't accept negative x */ - if(x < 0.0) { - if(mod(-y, 2.0) == 0.0) + if (x < 0.0) { + if (mod(-y, 2.0) == 0.0) return pow(-x, y); else return -pow(-x, y); } - else if(x == 0.0) + else if (x == 0.0) return 0.0; return pow(x, y); @@ -77,11 +77,11 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol) s = hsv[1]; v = hsv[2]; - if(s==0.0) { + if (s==0.0) { rgb = vec3(v, v, v); } else { - if(h==1.0) + if (h==1.0) h = 0.0; h *= 6.0; @@ -105,7 +105,7 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol) float srgb_to_linearrgb(float c) { - if(c < 0.04045) + if (c < 0.04045) return (c < 0.0) ? 0.0: c * (1.0 / 12.92); else return pow((c + 0.055)*(1.0/1.055), 2.4); @@ -113,7 +113,7 @@ float srgb_to_linearrgb(float c) float linearrgb_to_srgb(float c) { - if(c < 0.0031308) + if (c < 0.0031308) return (c < 0.0) ? 0.0: c * 12.92; else return 1.055 * pow(c, 1.0/2.4) - 0.055; @@ -201,9 +201,9 @@ void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec) { outvec = (mat * vec4(vec, 1.0)).xyz; - if(domin == 1.0) + if (domin == 1.0) outvec = max(outvec, minvec); - if(domax == 1.0) + if (domax == 1.0) outvec = min(outvec, maxvec); } @@ -299,7 +299,7 @@ void math_pow(float val1, float val2, out float outval) void math_log(float val1, float val2, out float outval) { - if(val1 > 0.0 && val2 > 0.0) + if (val1 > 0.0 && val2 > 0.0) outval= log2(val1) / log2(val2); else outval= 0.0; @@ -322,7 +322,7 @@ void math_round(float val, out float outval) void math_less_than(float val1, float val2, out float outval) { - if(val1 < val2) + if (val1 < val2) outval = 1.0; else outval = 0.0; @@ -330,7 +330,7 @@ void math_less_than(float val1, float val2, out float outval) void math_greater_than(float val1, float val2, out float outval) { - if(val1 > val2) + if (val1 > val2) outval = 1.0; else outval = 0.0; @@ -539,17 +539,17 @@ void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol) outcol = col1; - if(outcol.r < 0.5) + if (outcol.r < 0.5) outcol.r *= facm + 2.0*fac*col2.r; else outcol.r = 1.0 - (facm + 2.0*fac*(1.0 - col2.r))*(1.0 - outcol.r); - if(outcol.g < 0.5) + if (outcol.g < 0.5) outcol.g *= facm + 2.0*fac*col2.g; else outcol.g = 1.0 - (facm + 2.0*fac*(1.0 - col2.g))*(1.0 - outcol.g); - if(outcol.b < 0.5) + if (outcol.b < 0.5) outcol.b *= facm + 2.0*fac*col2.b; else outcol.b = 1.0 - (facm + 2.0*fac*(1.0 - col2.b))*(1.0 - outcol.b); @@ -569,9 +569,9 @@ void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol) outcol = col1; - if(col2.r != 0.0) outcol.r = facm*outcol.r + fac*outcol.r/col2.r; - if(col2.g != 0.0) outcol.g = facm*outcol.g + fac*outcol.g/col2.g; - if(col2.b != 0.0) outcol.b = facm*outcol.b + fac*outcol.b/col2.b; + if (col2.r != 0.0) outcol.r = facm*outcol.r + fac*outcol.r/col2.r; + if (col2.g != 0.0) outcol.g = facm*outcol.g + fac*outcol.g/col2.g; + if (col2.b != 0.0) outcol.b = facm*outcol.b + fac*outcol.b/col2.b; } void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol) @@ -600,29 +600,29 @@ void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol) fac = clamp(fac, 0.0, 1.0); outcol = col1; - if(outcol.r != 0.0) { + if (outcol.r != 0.0) { float tmp = 1.0 - fac*col2.r; - if(tmp <= 0.0) + if (tmp <= 0.0) outcol.r = 1.0; - else if((tmp = outcol.r/tmp) > 1.0) + else if ((tmp = outcol.r/tmp) > 1.0) outcol.r = 1.0; else outcol.r = tmp; } - if(outcol.g != 0.0) { + if (outcol.g != 0.0) { float tmp = 1.0 - fac*col2.g; - if(tmp <= 0.0) + if (tmp <= 0.0) outcol.g = 1.0; - else if((tmp = outcol.g/tmp) > 1.0) + else if ((tmp = outcol.g/tmp) > 1.0) outcol.g = 1.0; else outcol.g = tmp; } - if(outcol.b != 0.0) { + if (outcol.b != 0.0) { float tmp = 1.0 - fac*col2.b; - if(tmp <= 0.0) + if (tmp <= 0.0) outcol.b = 1.0; - else if((tmp = outcol.b/tmp) > 1.0) + else if ((tmp = outcol.b/tmp) > 1.0) outcol.b = 1.0; else outcol.b = tmp; @@ -637,31 +637,31 @@ void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol) outcol = col1; tmp = facm + fac*col2.r; - if(tmp <= 0.0) + if (tmp <= 0.0) outcol.r = 0.0; - else if((tmp = (1.0 - (1.0 - outcol.r)/tmp)) < 0.0) + else if ((tmp = (1.0 - (1.0 - outcol.r)/tmp)) < 0.0) outcol.r = 0.0; - else if(tmp > 1.0) + else if (tmp > 1.0) outcol.r = 1.0; else outcol.r = tmp; tmp = facm + fac*col2.g; - if(tmp <= 0.0) + if (tmp <= 0.0) outcol.g = 0.0; - else if((tmp = (1.0 - (1.0 - outcol.g)/tmp)) < 0.0) + else if ((tmp = (1.0 - (1.0 - outcol.g)/tmp)) < 0.0) outcol.g = 0.0; - else if(tmp > 1.0) + else if (tmp > 1.0) outcol.g = 1.0; else outcol.g = tmp; tmp = facm + fac*col2.b; - if(tmp <= 0.0) + if (tmp <= 0.0) outcol.b = 0.0; - else if((tmp = (1.0 - (1.0 - outcol.b)/tmp)) < 0.0) + else if ((tmp = (1.0 - (1.0 - outcol.b)/tmp)) < 0.0) outcol.b = 0.0; - else if(tmp > 1.0) + else if (tmp > 1.0) outcol.b = 1.0; else outcol.b = tmp; @@ -677,7 +677,7 @@ void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol) vec4 hsv, hsv2, tmp; rgb_to_hsv(col2, hsv2); - if(hsv2.y != 0.0) { + if (hsv2.y != 0.0) { rgb_to_hsv(outcol, hsv); hsv.x = hsv2.x; hsv_to_rgb(hsv, tmp); @@ -697,7 +697,7 @@ void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol) vec4 hsv, hsv2; rgb_to_hsv(outcol, hsv); - if(hsv.y != 0.0) { + if (hsv.y != 0.0) { rgb_to_hsv(col2, hsv2); hsv.y = facm*hsv.y + fac*hsv2.y; @@ -728,7 +728,7 @@ void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol) vec4 hsv, hsv2, tmp; rgb_to_hsv(col2, hsv2); - if(hsv2.y != 0.0) { + if (hsv2.y != 0.0) { rgb_to_hsv(outcol, hsv); hsv.x = hsv2.x; hsv.y = hsv2.y; @@ -794,11 +794,11 @@ void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 ou rgb_to_hsv(col, hsv); hsv[0] += (hue - 0.5); - if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0; + if (hsv[0]>1.0) hsv[0]-=1.0; else if (hsv[0]<0.0) hsv[0]+= 1.0; hsv[1] *= sat; - if(hsv[1]>1.0) hsv[1]= 1.0; else if(hsv[1]<0.0) hsv[1]= 0.0; + if (hsv[1]>1.0) hsv[1]= 1.0; else if (hsv[1]<0.0) hsv[1]= 0.0; hsv[2] *= value; - if(hsv[2]>1.0) hsv[2]= 1.0; else if(hsv[2]<0.0) hsv[2]= 0.0; + if (hsv[2]>1.0) hsv[2]= 1.0; else if (hsv[2]<0.0) hsv[2]= 0.0; hsv_to_rgb(hsv, outcol); @@ -976,17 +976,17 @@ void mtex_rgb_overlay(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 fact *= facg; facm = 1.0-fact; - if(outcol.r < 0.5) + if (outcol.r < 0.5) incol.r = outcol.r*(facm + 2.0*fact*texcol.r); else incol.r = 1.0 - (facm + 2.0*fact*(1.0 - texcol.r))*(1.0 - outcol.r); - if(outcol.g < 0.5) + if (outcol.g < 0.5) incol.g = outcol.g*(facm + 2.0*fact*texcol.g); else incol.g = 1.0 - (facm + 2.0*fact*(1.0 - texcol.g))*(1.0 - outcol.g); - if(outcol.b < 0.5) + if (outcol.b < 0.5) incol.b = outcol.b*(facm + 2.0*fact*texcol.b); else incol.b = 1.0 - (facm + 2.0*fact*(1.0 - texcol.b))*(1.0 - outcol.b); @@ -1009,9 +1009,9 @@ void mtex_rgb_div(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 inc fact *= facg; facm = 1.0-fact; - if(texcol.r != 0.0) incol.r = facm*outcol.r + fact*outcol.r/texcol.r; - if(texcol.g != 0.0) incol.g = facm*outcol.g + fact*outcol.g/texcol.g; - if(texcol.b != 0.0) incol.b = facm*outcol.b + fact*outcol.b/texcol.b; + if (texcol.r != 0.0) incol.r = facm*outcol.r + fact*outcol.r/texcol.r; + if (texcol.g != 0.0) incol.g = facm*outcol.g + fact*outcol.g/texcol.g; + if (texcol.b != 0.0) incol.b = facm*outcol.b + fact*outcol.b/texcol.b; } void mtex_rgb_diff(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol) @@ -1043,11 +1043,11 @@ void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 i fact *= facg; col = fact*texcol.r; - if(col > outcol.r) incol.r = col; else incol.r = outcol.r; + if (col > outcol.r) incol.r = col; else incol.r = outcol.r; col = fact*texcol.g; - if(col > outcol.g) incol.g = col; else incol.g = outcol.g; + if (col > outcol.g) incol.g = col; else incol.g = outcol.g; col = fact*texcol.b; - if(col > outcol.b) incol.b = col; else incol.b = outcol.b; + if (col > outcol.b) incol.b = col; else incol.b = outcol.b; } void mtex_rgb_hue(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol) @@ -1098,17 +1098,17 @@ void mtex_rgb_linear(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 { fact *= facg; - if(texcol.r > 0.5) + if (texcol.r > 0.5) incol.r = outcol.r + fact*(2.0*(texcol.r - 0.5)); else incol.r = outcol.r + fact*(2.0*(texcol.r) - 1.0); - if(texcol.g > 0.5) + if (texcol.g > 0.5) incol.g = outcol.g + fact*(2.0*(texcol.g - 0.5)); else incol.g = outcol.g + fact*(2.0*(texcol.g) - 1.0); - if(texcol.b > 0.5) + if (texcol.b > 0.5) incol.b = outcol.b + fact*(2.0*(texcol.b - 0.5)); else incol.b = outcol.b + fact*(2.0*(texcol.b) - 1.0); @@ -1119,7 +1119,7 @@ void mtex_value_vars(inout float fact, float facg, out float facm) fact *= abs(facg); facm = 1.0-fact; - if(facg < 0.0) { + if (facg < 0.0) { float tmp = fact; fact = facm; facm = tmp; @@ -1175,7 +1175,7 @@ void mtex_value_div(float outcol, float texcol, float fact, float facg, out floa float facm; mtex_value_vars(fact, facg, facm); - if(texcol != 0.0) + if (texcol != 0.0) incol = facm*outcol + fact*outcol/texcol; else incol = 0.0; @@ -1203,7 +1203,7 @@ void mtex_value_light(float outcol, float texcol, float fact, float facg, out fl mtex_value_vars(fact, facg, facm); float col = fact*texcol; - if(col > outcol) incol = col; else incol = outcol; + if (col > outcol) incol = col; else incol = outcol; } void mtex_value_clamp_positive(float fac, out float outfac) @@ -1225,8 +1225,8 @@ void mtex_har_multiply_clamp(float har, out float outhar) { har *= 128.0; - if(har < 1.0) outhar = 1.0; - else if(har > 511.0) outhar = 511.0; + if (har < 1.0) outhar = 1.0; + else if (har > 511.0) outhar = 511.0; else outhar = har; } @@ -1447,7 +1447,7 @@ void mtex_bump_bicubic( vec3 texco, sampler2D ima, float hScale, vec2 dHdxy = vec2(Hr - Hl, Hu - Hd); float fBlend = clamp(1.0-textureQueryLOD(ima, texco.xy).x, 0.0, 1.0); - if(fBlend!=0.0) + if (fBlend!=0.0) { // the derivative of the bicubic sampling of level 0 ivec2 vDim; @@ -1478,8 +1478,8 @@ void mtex_bump_bicubic( vec3 texco, sampler2D ima, float hScale, mat4 H; - for(int i = 0; i < 4; i++) { - for(int j = 0; j < 4; j++) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { ivec2 iTexTmp = iTexLocMod + ivec2(i,j); // wrap texture coordinates manually for texelFetch to work on uvs oitside the 0,1 range. @@ -1668,7 +1668,7 @@ void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float void lamp_visibility_spot_square(vec3 lampvec, mat4 lampimat, vec2 scale, vec3 lv, out float inpr) { - if(dot(lv, lampvec) > 0.0) { + if (dot(lv, lampvec) > 0.0) { vec3 lvrot = (lampimat*vec4(lv, 0.0)).xyz; /* without clever non-uniform scale, we could do: */ // float x = max(abs(lvrot.x / lvrot.z), abs(lvrot.y / lvrot.z)); @@ -1701,14 +1701,14 @@ void lamp_visibility_spot(float spotsi, float spotbl, float inpr, float visifac, { float t = spotsi; - if(inpr <= t) { + if (inpr <= t) { outvisifac = 0.0; } else { t = inpr - t; /* soft area */ - if(spotbl != 0.0) + if (spotbl != 0.0) inpr *= smoothstep(0.0, 1.0, t/spotbl); outvisifac = visifac*inpr; @@ -1816,7 +1816,7 @@ void shade_inp_area(vec3 position, vec3 lampco, vec3 lampvec, vec3 vn, mat4 area vec3 co = position; vec3 vec = co - lampco; - if(dot(vec, lampvec) < 0.0) { + if (dot(vec, lampvec) < 0.0) { inp = 0.0; } else { @@ -1833,10 +1833,10 @@ void shade_diffuse_oren_nayer(float nl, vec3 n, vec3 l, vec3 v, float rough, out float nv = max(dot(n, v), 0.0); float realnl = dot(n, l); - if(realnl < 0.0) { + if (realnl < 0.0) { is = 0.0; } - else if(nl < 0.0) { + else if (nl < 0.0) { is = 0.0; } else { @@ -1851,7 +1851,7 @@ void shade_diffuse_oren_nayer(float nl, vec3 n, vec3 l, vec3 v, float rough, out float a, b; - if(Lit_A > View_A) { + if (Lit_A > View_A) { a = Lit_A; b = View_A; } @@ -1873,20 +1873,20 @@ void shade_diffuse_toon(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out f float rslt = dot(n, l); float ang = acos(rslt); - if(ang < size) is = 1.0; - else if(ang > (size + tsmooth) || tsmooth == 0.0) is = 0.0; + if (ang < size) is = 1.0; + else if (ang > (size + tsmooth) || tsmooth == 0.0) is = 0.0; else is = 1.0 - ((ang - size)/tsmooth); } void shade_diffuse_minnaert(float nl, vec3 n, vec3 v, float darkness, out float is) { - if(nl <= 0.0) { + if (nl <= 0.0) { is = 0.0; } else { float nv = max(dot(n, v), 0.0); - if(darkness <= 1.0) + if (darkness <= 1.0) is = nl*pow(max(nv*nl, 0.1), darkness - 1.0); else is = nl*pow(1.0001 - nv, darkness - 1.0); @@ -1898,18 +1898,18 @@ float fresnel_fac(vec3 view, vec3 vn, float grad, float fac) float t1, t2; float ffac; - if(fac==0.0) { + if (fac==0.0) { ffac = 1.0; } else { t1= dot(view, vn); - if(t1>0.0) t2= 1.0+t1; + if (t1>0.0) t2= 1.0+t1; else t2= 1.0-t1; t2= grad + (1.0-grad)*pow(t2, fac); - if(t2<0.0) ffac = 0.0; - else if(t2>1.0) ffac = 1.0; + if (t2<0.0) ffac = 0.0; + else if (t2>1.0) ffac = 1.0; else ffac = t2; } @@ -1923,7 +1923,7 @@ void shade_diffuse_fresnel(vec3 vn, vec3 lv, vec3 view, float fac_i, float fac, void shade_cubic(float is, out float outis) { - if(is>0.0 && is<1.0) + if (is>0.0 && is<1.0) outis= smoothstep(0.0, 1.0, is); else outis= is; @@ -1931,7 +1931,7 @@ void shade_cubic(float is, out float outis) void shade_visifac(float i, float visifac, float refl, out float outi) { - /*if(i > 0.0)*/ + /*if (i > 0.0)*/ outi = max(i*visifac*refl, 0.0); /*else outi = i;*/ @@ -1944,7 +1944,7 @@ void shade_tangent_v_spec(vec3 tang, out vec3 vn) void shade_add_to_diffuse(float i, vec3 lampcol, vec3 col, out vec3 outcol) { - if(i > 0.0) + if (i > 0.0) outcol = i*lampcol*col; else outcol = vec3(0.0, 0.0, 0.0); @@ -1974,7 +1974,7 @@ void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac) vec3 h = normalize(v + l); float nh = dot(n, h); - if(nh < 0.0) { + if (nh < 0.0) { specfac = 0.0; } else { @@ -1988,27 +1988,27 @@ void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac) void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, out float specfac) { - if(refrac < 1.0) { + if (refrac < 1.0) { specfac = 0.0; } - else if(spec_power == 0.0) { + else if (spec_power == 0.0) { specfac = 0.0; } else { - if(spec_power<100.0) + if (spec_power<100.0) spec_power= sqrt(1.0/spec_power); else spec_power= 10.0/spec_power; vec3 h = normalize(v + l); float nh = dot(n, h); - if(nh < 0.0) { + if (nh < 0.0) { specfac = 0.0; } else { float nv = max(dot(n, v), 0.01); float nl = dot(n, l); - if(nl <= 0.01) { + if (nl <= 0.01) { specfac = 0.0; } else { @@ -2020,9 +2020,9 @@ void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, ou float g = 0.0; - if(a < b && a < c) g = a; - else if(b < a && b < c) g = b; - else if(c < a && c < b) g = c; + if (a < b && a < c) g = a; + else if (b < a && b < c) g = b; + else if (c < a && c < b) g = c; float p = sqrt(((refrac * refrac)+(vh*vh)-1.0)); float f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1.0+((((vh*(p+vh))-1.0)*((vh*(p+vh))-1.0))/(((vh*(p-vh))+1.0)*((vh*(p-vh))+1.0)))); @@ -2052,8 +2052,8 @@ void shade_toon_spec(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out floa float rslt = dot(h, n); float ang = acos(rslt); - if(ang < size) rslt = 1.0; - else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0; + if (ang < size) rslt = 1.0; + else if (ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0; else rslt = 1.0 - ((ang - size)/tsmooth); specfac = rslt; @@ -2162,7 +2162,7 @@ void shade_clamp_positive(vec4 col, out vec4 outcol) void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, float inp, out float result) { - if(inp <= 0.0) { + if (inp <= 0.0) { result = 0.0; } else { @@ -2180,7 +2180,7 @@ void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, flo void test_shadowbuf_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float shadowbias, float bleedbias, float inp, out float result) { - if(inp <= 0.0) { + if (inp <= 0.0) { result = 0.0; } else { @@ -2190,7 +2190,7 @@ void test_shadowbuf_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float float dist = co.z/co.w; float p = 0.0; - if(dist <= moments.x) + if (dist <= moments.x) p = 1.0; float variance = moments.y - (moments.x*moments.x); @@ -2214,7 +2214,7 @@ void shadows_only(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float { result = vec3(1.0); - if(inp > 0.0) { + if (inp > 0.0) { float shadfac; test_shadowbuf(rco, shadowmap, shadowpersmat, shadowbias, inp, shadfac); @@ -2226,7 +2226,7 @@ void shadows_only_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float s { result = vec3(1.0); - if(inp > 0.0) { + if (inp > 0.0) { float shadfac; test_shadowbuf_vsm(rco, shadowmap, shadowpersmat, shadowbias, bleedbias, inp, shadfac); @@ -2249,14 +2249,14 @@ void shade_exposure_correct(vec3 col, float linfac, float logfac, out vec3 outco void shade_mist_factor(vec3 co, float enable, float miststa, float mistdist, float misttype, float misi, out float outfac) { - if(enable == 1.0) { + if (enable == 1.0) { float fac, zcor; zcor = (gl_ProjectionMatrix[3][3] == 0.0)? length(co): -co[2]; fac = clamp((zcor - miststa) / mistdist, 0.0, 1.0); - if(misttype == 0.0) fac *= fac; - else if(misttype == 1.0); + if (misttype == 0.0) fac *= fac; + else if (misttype == 1.0); else fac = sqrt(fac); outfac = 1.0 - (1.0 - fac) * (1.0 - misi); @@ -2292,7 +2292,7 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) float g = eta * eta - 1.0 + c * c; float result; - if(g > 0.0) { + if (g > 0.0) { g = sqrt(g); float A =(g - c)/(g + c); float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0); @@ -2405,7 +2405,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result) vec3 L = vec3(0.2); /* directional lights */ - for(int i = 0; i < NUM_LIGHTS; i++) { + for (int i = 0; i < NUM_LIGHTS; i++) { vec3 light_position = gl_LightSource[i].position.xyz; vec3 light_diffuse = gl_LightSource[i].diffuse.rgb; @@ -2422,7 +2422,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result) vec3 L = vec3(0.2); /* directional lights */ - for(int i = 0; i < NUM_LIGHTS; i++) { + for (int i = 0; i < NUM_LIGHTS; i++) { vec3 light_position = gl_LightSource[i].position.xyz; vec3 H = gl_LightSource[i].halfVector.xyz; vec3 light_diffuse = gl_LightSource[i].diffuse.rgb; @@ -2549,7 +2549,7 @@ void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float /* facing */ facing = abs(dot(I_view, N)); - if(blend != 0.5) { + if (blend != 0.5) { blend = clamp(blend, 0.0, 0.99999); blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend); facing = pow(facing, blend); @@ -2563,11 +2563,11 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol) { outcol = col; - if(col.r > 0.0) + if (col.r > 0.0) outcol.r = compatible_pow(col.r, gamma); - if(col.g > 0.0) + if (col.g > 0.0) outcol.g = compatible_pow(col.g, gamma); - if(col.b > 0.0) + if (col.b > 0.0) outcol.b = compatible_pow(col.b, gamma); } @@ -2657,30 +2657,30 @@ float calc_gradient(vec3 p, int gradient_type) x = p.x; y = p.y; z = p.z; - if(gradient_type == 0) { /* linear */ + if (gradient_type == 0) { /* linear */ return x; } - else if(gradient_type == 1) { /* quadratic */ + else if (gradient_type == 1) { /* quadratic */ float r = max(x, 0.0); return r*r; } - else if(gradient_type == 2) { /* easing */ + else if (gradient_type == 2) { /* easing */ float r = min(max(x, 0.0), 1.0); float t = r*r; return (3.0*t - 2.0*t*r); } - else if(gradient_type == 3) { /* diagonal */ + else if (gradient_type == 3) { /* diagonal */ return (x + y) * 0.5; } - else if(gradient_type == 4) { /* radial */ + else if (gradient_type == 4) { /* radial */ return atan(y, x) / (M_PI * 2) + 0.5; } else { float r = max(1.0 - sqrt(x*x + y*y + z*z), 0.0); - if(gradient_type == 5) { /* quadratic sphere */ + if (gradient_type == 5) { /* quadratic sphere */ return r*r; } - else if(gradient_type == 6) { /* sphere */ + else if (gradient_type == 6) { /* sphere */ return r; } } @@ -2726,7 +2726,7 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float bias, rownum = floor_to_int(p.y / row_height); - if(offset_frequency != 0 && squash_frequency != 0) { + if (offset_frequency != 0 && squash_frequency != 0) { brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */ offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width*offset_amount); /* offset */ } @@ -2758,7 +2758,7 @@ void node_tex_brick(vec3 co, squash_amount, int(squash_frequency)); float tint = f2.x; float f = f2.y; - if(f != 1.0) { + if (f != 1.0) { float facm = 1.0 - tint; color1 = facm * color1 + tint * color2; } @@ -2788,7 +2788,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color) nco.y -= 1.0; float div = 2.0*sqrt(max(-0.5*nco.y, 0.0)); - if(div > 0.0) + if (div > 0.0) nco /= div; float u = 0.5*(nco.x + 1.0); @@ -2821,37 +2821,37 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec float y = cos((-p.x + p.y - p.z)*5.0); float z = -cos((-p.x - p.y + p.z)*5.0); - if(depth > 0) { + if (depth > 0) { x *= distortion; y *= distortion; z *= distortion; y = -cos(x-y+z); y *= distortion; - if(depth > 1) { + if (depth > 1) { x = cos(x-y-z); x *= distortion; - if(depth > 2) { + if (depth > 2) { z = sin(-x-y-z); z *= distortion; - if(depth > 3) { + if (depth > 3) { x = -cos(-x+y-z); x *= distortion; - if(depth > 4) { + if (depth > 4) { y = -sin(-x+y+z); y *= distortion; - if(depth > 5) { + if (depth > 5) { y = -cos(-x+y+z); y *= distortion; - if(depth > 6) { + if (depth > 6) { x = cos(x+y+z); x *= distortion; - if(depth > 7) { + if (depth > 7) { z = sin(x+y-z); z *= distortion; - if(depth > 8) { + if (depth > 8) { x = -cos(-x-y+z); x *= distortion; - if(depth > 9) { + if (depth > 9) { y = -sin(x-y+z); y *= distortion; } @@ -2864,7 +2864,7 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec } } } - if(distortion != 0.0) { + if (distortion != 0.0) { distortion *= 2.0; x /= distortion; y /= distortion; @@ -3012,14 +3012,14 @@ float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves) float pwHL = pow(lacunarity, -H); int i; - for(i = 0; i < int(octaves); i++) { + for (i = 0; i < int(octaves); i++) { value += snoise(p) * pwr; pwr *= pwHL; p *= lacunarity; } rmd = octaves - floor(octaves); - if(rmd != 0.0) + if (rmd != 0.0) value += rmd * snoise(p) * pwr; return value; @@ -3040,14 +3040,14 @@ float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octa float pwHL = pow(lacunarity, -H); int i; - for(i = 0; i < int(octaves); i++) { + for (i = 0; i < int(octaves); i++) { value *= (pwr * snoise(p) + 1.0); pwr *= pwHL; p *= lacunarity; } rmd = octaves - floor(octaves); - if(rmd != 0.0) + if (rmd != 0.0) value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */ return value; @@ -3072,7 +3072,7 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct value = offset + snoise(p); p *= lacunarity; - for(i = 1; i < int(octaves); i++) { + for (i = 1; i < int(octaves); i++) { increment = (snoise(p) + offset) * pwr * value; value += increment; pwr *= pwHL; @@ -3080,7 +3080,7 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct } rmd = octaves - floor(octaves); - if(rmd != 0.0) { + if (rmd != 0.0) { increment = (snoise(p) + offset) * pwr * value; value += rmd * increment; } @@ -3107,8 +3107,8 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo weight = gain * result; p *= lacunarity; - for(i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { - if(weight > 1.0) + for (i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + if (weight > 1.0) weight = 1.0; signal = (snoise(p) + offset) * pwr; @@ -3119,7 +3119,7 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo } rmd = octaves - floor(octaves); - if(rmd != 0.0) + if (rmd != 0.0) result += rmd * ((snoise(p) + offset) * pwr); return result; @@ -3145,7 +3145,7 @@ float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, flo result = signal; weight = 1.0; - for(i = 1; i < int(octaves); i++) { + for (i = 1; i < int(octaves); i++) { p *= lacunarity; weight = clamp(signal * gain, 0.0, 1.0); signal = offset - abs(snoise(p)); @@ -3291,15 +3291,15 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int { float n; - if(wave_type == 0) /* type bands */ + if (wave_type == 0) /* type bands */ n = (p.x + p.y + p.z) * 10.0; else /* type rings */ n = length(p) * 20.0; - if(distortion != 0.0) + if (distortion != 0.0) n += distortion * noise_turbulence(p*detail_scale, detail, 0); - if(wave_profile == 0) { /* profile sin */ + if (wave_profile == 0) { /* profile sin */ return 0.5 + 0.5 * sin(n); } else { /* profile saw */ diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl index 7e332706695..5824d5a80db 100644 --- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl @@ -29,7 +29,7 @@ void main() #ifdef CLIP_WORKAROUND int i; - for(i = 0; i < 6; i++) + for (i = 0; i < 6; i++) gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]); #elif !defined(GPU_ATI) // Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA -- cgit v1.2.3