[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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