[Bf-blender-cvs] [6cab58dfc25] temp-udim-images: Fix GLSL UDIM functions after the merge

Lukas Stockner noreply at git.blender.org
Mon Jul 23 02:51:28 CEST 2018


Commit: 6cab58dfc259685aeca323d01d154fef592df7a0
Author: Lukas Stockner
Date:   Mon Jul 23 02:46:20 2018 +0200
Branches: temp-udim-images
https://developer.blender.org/rB6cab58dfc259685aeca323d01d154fef592df7a0

Fix GLSL UDIM functions after the merge

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

M	source/blender/gpu/shaders/gpu_shader_material.glsl

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

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 704bbec8498..fe57394f9af 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1894,42 +1894,50 @@ void node_tex_image_tiled_map(vec3 co, out vec4 color, out vec3 map)
 
 void node_tex_image_tile_linear(vec3 map, float tile_id, sampler2D ima, vec4 in_color, out vec4 color, out float alpha)
 {
-	if (map.z == tile_id)
+	if (map.z == tile_id) {
 		vec3 co = map.xyy;
 		node_tex_image_linear(co, ima, color, alpha);
-	else
+	}
+	else {
 		color = in_color;
 		alpha = color.a;
+	}
 }
 
 void node_tex_image_tile_nearest(vec3 map, float tile_id, sampler2D ima, vec4 in_color, out vec4 color, out float alpha)
 {
-	if (map.z == tile_id)
+	if (map.z == tile_id) {
 		vec3 co = map.xyy;
 		node_tex_image_nearest(co, ima, color, alpha);
-	else
+	}
+	else {
 		color = in_color;
 		alpha = color.a;
+	}
 }
 
 void node_tex_image_tile_cubic(vec3 map, float tile_id, sampler2D ima, vec4 in_color, out vec4 color, out float alpha)
 {
-	if (map.z == tile_id)
+	if (map.z == tile_id) {
 		vec3 co = map.xyy;
 		node_tex_image_cubic(co, ima, color, alpha);
-	else
+	}
+	else {
 		color = in_color;
 		alpha = color.a;
+	}
 }
 
 void node_tex_image_tile_smart(vec3 map, float tile_id, sampler2D ima, vec4 in_color, out vec4 color, out float alpha)
 {
-	if (map.z == tile_id)
+	if (map.z == tile_id) {
 		vec3 co = map.xyy;
 		node_tex_image_smart(co, ima, color, alpha);
-	else
+	}
+	else {
 		color = in_color;
 		alpha = color.a;
+	}
 }
 
 void tex_box_sample_linear(vec3 texco,



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