[Bf-blender-cvs] [5f3bfd5] compositor-2016: Code cleanup, stick closer to a blender code style in GLSL shader

Sergey Sharybin noreply at git.blender.org
Wed Jun 8 21:49:22 CEST 2016


Commit: 5f3bfd5c8fe3029b16aa294bc769fcde54e69fbb
Author: Sergey Sharybin
Date:   Mon May 23 10:31:36 2016 +0200
Branches: compositor-2016
https://developer.blender.org/rB5f3bfd5c8fe3029b16aa294bc769fcde54e69fbb

Code cleanup, stick closer to a blender code style in GLSL shader

===================================================================

M	source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
M	source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/gpu/shaders/gpu_shader_vertex.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl b/source/blender/gpu/shaders/gpu_shader_basic_geom.glsl
index ffd747a..674dd53 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 0490000..cef28ea 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 be7228b..6d2d395 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 v

@@ Diff output truncated at 10240 characters. @@




More information about the Bf-blender-cvs mailing list