[Bf-blender-cvs] [f6300030e01] blender2.8: Cleanup: trailing space

Campbell Barton noreply at git.blender.org
Tue Jul 31 11:10:23 CEST 2018


Commit: f6300030e01609a8f80645fd8c6603aa75da80d5
Author: Campbell Barton
Date:   Tue Jul 31 19:07:56 2018 +1000
Branches: blender2.8
https://developer.blender.org/rBf6300030e01609a8f80645fd8c6603aa75da80d5

Cleanup: trailing space

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

M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
M	source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
M	source/blender/editors/gpencil/gpencil_edit.c
M	source/blender/editors/gpencil/gpencil_paint.c
M	source/blender/editors/interface/interface_layout.c
M	source/blender/editors/interface/resources.c
M	source/blender/makesrna/intern/rna_shader_fx.c

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

diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
index 1d66ba3d4d4..1bf1d025430 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
@@ -21,10 +21,10 @@ void main()
 	ivec2 uv = ivec2(gl_FragCoord.xy);
 
 	vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-	
+
 	float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
 	float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
-	
+
 	/* apply blurring, using a 9-tap filter with predefined gaussian weights */
 	/* depth */
 	float outdepth = 0;
@@ -42,7 +42,7 @@ void main()
 
 	gl_FragDepth = outdepth;
 
-	/* color */	
+	/* color */
 	vec4 outcolor = vec4(0.0);
     outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
     outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318;
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
index 7d0ce4a804e..33b249ac09b 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
@@ -28,12 +28,12 @@ void main()
 	vec4 src_pixel= texelFetch(strokeColor, uv.xy, 0);
 	float luminance = get_luminance(src_pixel);
 	vec4 outcolor;
-	
-	/* is transparent */ 
+
+	/* is transparent */
 	if (src_pixel.a == 0.0f) {
 		discard;
 	}
-	
+
 	switch(mode) {
 		case MODE_GRAYSCALE:
 			{
@@ -78,7 +78,7 @@ void main()
 			{
 			outcolor = src_pixel;
 			}
-	
+
 	}
 
 	gl_FragDepth = stroke_depth;
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
index 94fb3405c79..43589461cd1 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
@@ -27,7 +27,7 @@ void main()
 	if (mode[1] > 0) {
 		uv.y = wsize.y - uv.y;
 	}
-	
+
 	ivec2 iuv = ivec2(uv.x, uv.y);
 	stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
 	outcolor = texelFetch(strokeColor, iuv, 0);
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
index f3026c32fc8..6dcd0499baf 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
@@ -23,11 +23,11 @@ vec2 toScreenSpace(vec4 vertex)
 {
 	/* need to calculate ndc because this is not done by vertex shader */
 	vec3 ndc = vec3(vertex).xyz / vertex.w;
-					
+
 	vec2 sc;
 	sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
 	sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
-	
+
 	return sc;
 }
 
@@ -35,20 +35,20 @@ void main()
 {
 	float stroke_depth;
 	vec4 objcolor;
-	
-	vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); 
+
+	vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
 	vec2 light2d = toScreenSpace(light_loc);
 
 	/* calc pixel scale */
 	float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize);
 	pxscale = max(pxscale, 0.000001);
 
-	/* the height over plane is received in the w component of the loc 
+	/* the height over plane is received in the w component of the loc
 	 * and needs a factor to adapt to pixels
 	 */
 	float peak = height * 10.0 * pxscale;
-	vec3 light3d = vec3(light2d.x, light2d.y, peak); 
-	
+	vec3 light3d = vec3(light2d.x, light2d.y, peak);
+
 	vec2 uv = vec2(gl_FragCoord.xy);
 	vec3 frag_loc = vec3(uv.x, uv.y, 0);
 	vec3 norm = vec3(0, 0, 1.0); /* always z-up */
@@ -56,15 +56,15 @@ void main()
 	ivec2 iuv = ivec2(uv.x, uv.y);
 	stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
 	objcolor = texelFetch(strokeColor, iuv, 0);
-	
+
 	/* diffuse light */
 	vec3 lightdir = normalize(light3d - frag_loc);
 	float diff = max(dot(norm, lightdir), 0.0);
 	float dist  = length(light3d - frag_loc) / pxscale;
-	float factor = diff * ((energy * 100.0) / (dist * dist));	
-	
+	float factor = diff * ((energy * 100.0) / (dist * dist));
+
     vec3 result = factor * max(ambient, 0.1) * vec3(objcolor);
-	
+
 	gl_FragDepth = stroke_depth;
 	FragColor = vec4(result.r, result.g, result.b, objcolor.a);
 }
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
index d1a57a9a1b6..0b25dbbd012 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
@@ -23,15 +23,15 @@ void main()
 {
 	vec2 uv = vec2(gl_FragCoord.xy);
 	vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-	
+
 	float dx = (ProjectionMatrix[3][3] == 0.0) ? (nsize[0] / (nloc.z * defaultpixsize)) : (nsize[0] / defaultpixsize);
 	float dy = (ProjectionMatrix[3][3] == 0.0) ? (nsize[1] / (nloc.z * defaultpixsize)) : (nsize[1] / defaultpixsize);
 
 	dx = max(abs(dx), 3.0);
 	dy = max(abs(dy), 3.0);
-	
+
 	vec2 coord = vec2(dx * floor(uv.x / dx), dy * floor(uv.y / dy));
-	
+
 	float stroke_depth = texelFetch(strokeDepth, ivec2(coord), 0).r;
 	vec4 outcolor = texelFetch(strokeColor, ivec2(coord), 0);
 
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
index fe35d3832e1..6ea4faf11fd 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
@@ -26,7 +26,7 @@ void main()
 {
 	vec2 uv = vec2(gl_FragCoord.xy);
 	vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-	
+
 	float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
 	float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
 
@@ -35,7 +35,7 @@ void main()
 	vec4 offset_pixel= texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
 	vec4 outcolor;
 
-	/* is transparent */ 
+	/* is transparent */
 	if (src_pixel.a == 0.0f) {
 		discard;
 	}
@@ -56,7 +56,7 @@ void main()
 		}
 		else {
 			outcolor = vec4(rim_color, 1.0);
-		}	
+		}
 	}
 
 	gl_FragDepth = stroke_depth;
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
index 5e5edbd8325..20d6b8a91f8 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
@@ -19,14 +19,14 @@ out vec4 FragColor;
 
 float overlay_color(float a, float b)
 {
-	float rtn; 
+	float rtn;
 		if (a < 0.5) {
 			rtn = 2.0 * a * b;
 		}
 		else {
 			rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
 		}
-	
+
 	return rtn;
 }
 
@@ -53,16 +53,16 @@ vec4 get_blend_color(int mode, vec4 src_color, vec4 mix_color)
 	else if (mode == MODE_DIVIDE) {
 		outcolor = src_color / mix_color;
 	}
-	else {	
+	else {
 		outcolor = mix_color;
 	}
-		
+
 	/* use always the alpha of source color */
-	
+
 	outcolor.a = src_color.a;
 	/* use alpha to calculate the weight of the mixed color */
 	outcolor = mix(src_color, outcolor, mix_color.a);
-	
+
 	return outcolor;
 }
 
@@ -75,8 +75,8 @@ void main()
 	vec4 rim_pixel= texelFetch(strokeRim, uv.xy, 0);
 
 	vec4 outcolor = src_pixel;
-	
-	/* is transparent */ 
+
+	/* is transparent */
 	if (src_pixel.a == 0.0f) {
 		discard;
 	}
@@ -92,7 +92,7 @@ void main()
 			outcolor = get_blend_color(mode, src_pixel, rim_pixel);
 		}
 	}
-	
+
 	gl_FragDepth = stroke_depth;
 	FragColor = outcolor;
 }
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
index 6ce64350b3d..78aacafdcb7 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
@@ -23,11 +23,11 @@ vec2 toScreenSpace(vec4 vertex)
 {
 	/* need to calculate ndc because this is not done by vertex shader */
 	vec3 ndc = vec3(vertex).xyz / vertex.w;
-					
+
 	vec2 sc;
 	sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
 	sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
-	
+
 	return sc;
 }
 
@@ -37,15 +37,15 @@ void main()
 	vec2 uv = vec2(gl_FragCoord.xy);
 	float stroke_depth;
 	vec4 outcolor;
-	
-	vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); 
+
+	vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
 	vec2 center = toScreenSpace(center3d);
 	vec2 tc = uv - center;
 
 	float dist = length(tc);
 	float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) : (radius / defaultpixsize);
 	pxradius = max(pxradius, 1);
-	
+
 	if (dist <= pxradius) {
 		float percent = (pxradius - dist) / pxradius;
 		float theta = percent * percent * angle * 8.0;
diff --git a/source/blender/editors/gpencil/gpencil_edit.c b/source/blender/editors/gpencil/gpencil_edit.c
index 4264645b52e..4a603e97615 100644
--- a/source/blender/editors/gpencil/gpencil_edit.c
+++ b/source/blender/editors/gpencil/gpencil_edit.c
@@ -1785,13 +1785,13 @@ void gp_stroke_delete_tagged_points(bGPDframe *gpf, bGPDstroke *gps, bGPDstroke
 			/* Copy over the relevant point data */
 			new_stroke->points    = MEM_callocN(sizeof(bGPDspoint) * new_stroke->totpoints, "gp delete stroke fragment");
 			memcpy(new_stroke->points, gps->points + island->start_idx, sizeof(bGPDspoint) * new_stroke->totpoints);
-			
+
 			/* Copy over vertex weight data (if available) */

@@ Diff output truncated at 10240 characters. @@



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