[Bf-blender-cvs] [d546269de89] blender2.8: Cleanup: Double semicolon at the end of line
Sergey Sharybin
noreply at git.blender.org
Thu Nov 15 16:32:35 CET 2018
Commit: d546269de89034ce8004771ee03d5f42eaa5da45
Author: Sergey Sharybin
Date: Thu Nov 15 16:32:18 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBd546269de89034ce8004771ee03d5f42eaa5da45
Cleanup: Double semicolon at the end of line
===================================================================
M source/blender/draw/engines/eevee/shaders/default_frag.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
M source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
index c5dbf29a3f4..3a5f6171a16 100644
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -18,7 +18,7 @@ Closure nodetree_exec(void)
/* Shade as a cylinder. */
cos_theta = hairThickTime / hairThickness;
}
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));;
+ float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));
vec3 N = normalize(worldNormal * sin_theta + B * cos_theta);
vec3 vN = mat3(ViewMatrix) * N;
#else
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
index e9adc38ea27..e97bc7d1f67 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -122,7 +122,7 @@ vec2 compute_fixvec(int i)
perp = -perp;
}
/* Make it view independent */
- return perp * sizeEdgeFix / viewportSize;;
+ return perp * sizeEdgeFix / viewportSize;
}
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index e729034f617..ae6ea7eefa2 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3060,7 +3060,7 @@ void world_normals_get(out vec3 N)
/* Shade as a cylinder. */
cos_theta = hairThickTime / hairThickness;
}
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));;
+ float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));
N = normalize(worldNormal * sin_theta + B * cos_theta);
#else
N = gl_FrontFacing ? worldNormal : -worldNormal;
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