[Bf-blender-cvs] [0efe89bdd81] master: Cleanup: style, use braces in GPU
Campbell Barton
noreply at git.blender.org
Mon Jun 3 16:42:44 CEST 2019
Commit: 0efe89bdd810226f7474b90ab79d927eadf6746a
Author: Campbell Barton
Date: Tue Jun 4 00:36:16 2019 +1000
Branches: master
https://developer.blender.org/rB0efe89bdd810226f7474b90ab79d927eadf6746a
Cleanup: style, use braces in GPU
===================================================================
M source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
M source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
M source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
M source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
M source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
M source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index 036fc0aaeec..d25cd586e65 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -22,12 +22,15 @@ void main()
finalColor = calls_data[i * 3 + 2];
/* TODO Remove this */
- if (v == 2)
+ if (v == 2) {
v = 4;
- else if (v == 3)
+ }
+ else if (v == 3) {
v = 0;
- else if (v == 5)
+ }
+ else if (v == 5) {
v = 2;
+ }
if (v == 0) {
pos.xy = pos.xw;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index e17c5cda000..0b2bc08944e 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -199,14 +199,18 @@ vec2 do_widget(void)
/* Position to corner */
vec4 rct = (is_inner) ? recti : rect;
- if (cflag == BOTTOM_LEFT)
+ if (cflag == BOTTOM_LEFT) {
v += rct.xz;
- else if (cflag == BOTTOM_RIGHT)
+ }
+ else if (cflag == BOTTOM_RIGHT) {
v += rct.yz;
- else if (cflag == TOP_RIGHT)
+ }
+ else if (cflag == TOP_RIGHT) {
v += rct.yw;
- else /* (cflag == TOP_LEFT) */
+ }
+ else /* (cflag == TOP_LEFT) */ {
v += rct.xw;
+ }
vec2 uv = faci * (v - recti.xz);
@@ -250,10 +254,12 @@ vec2 do_tria()
bool is_tria_first = (vflag & TRIA_FIRST) != 0u;
- if (is_tria_first)
+ if (is_tria_first) {
v = v * tria1Size + tria1Center;
- else
+ }
+ else {
v = v * tria2Size + tria2Center;
+ }
return v;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
index 99f80f6a7f2..dc2849c8aa9 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
@@ -81,14 +81,18 @@ void main()
/* Position to corner */
vec4 rct = (is_inner) ? recti : rect;
- if (cflag == BOTTOM_LEFT)
+ if (cflag == BOTTOM_LEFT) {
v += rct.xz;
- else if (cflag == BOTTOM_RIGHT)
+ }
+ else if (cflag == BOTTOM_RIGHT) {
v += rct.yz;
- else if (cflag == TOP_RIGHT)
+ }
+ else if (cflag == TOP_RIGHT) {
v += rct.yw;
- else /* (cflag == TOP_LEFT) */
+ }
+ else /* (cflag == TOP_LEFT) */ {
v += rct.xw;
+ }
gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
index d1a36c3ee38..6f7d68856d5 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -4,8 +4,10 @@ out vec4 fragColor;
void main()
{
- if (finalColor.a > 0.0)
+ if (finalColor.a > 0.0) {
fragColor = finalColor;
- else
+ }
+ else {
discard;
+ }
}
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
index fcef4c266e8..21c925560b9 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
@@ -76,14 +76,18 @@ void main(void)
/* culling outside viewport */
vec2 area = Viewport * 4.0;
- if (sp1.x < -area.x || sp1.x > area.x)
+ if (sp1.x < -area.x || sp1.x > area.x) {
return;
- if (sp1.y < -area.y || sp1.y > area.y)
+ }
+ if (sp1.y < -area.y || sp1.y > area.y) {
return;
- if (sp2.x < -area.x || sp2.x > area.x)
+ }
+ if (sp2.x < -area.x || sp2.x > area.x) {
return;
- if (sp2.y < -area.y || sp2.y > area.y)
+ }
+ if (sp2.y < -area.y || sp2.y > area.y) {
return;
+ }
/* determine the direction of each of the 3 segments (previous, current, next) */
vec2 v0 = normalize(sp1 - sp0);
@@ -102,16 +106,20 @@ void main(void)
/* determine the length of the miter by projecting it onto normal and then inverse it */
float an1 = dot(miter_a, n1);
float bn1 = dot(miter_b, n2);
- if (an1 == 0)
+ if (an1 == 0) {
an1 = 1;
- if (bn1 == 0)
+ }
+ if (bn1 == 0) {
bn1 = 1;
+ }
float length_a = finalThickness[1] / an1;
float length_b = finalThickness[2] / bn1;
- if (length_a <= 0.0)
+ if (length_a <= 0.0) {
length_a = 0.01;
- if (length_b <= 0.0)
+ }
+ if (length_b <= 0.0) {
length_b = 0.01;
+ }
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
diff --git a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
index d843550cd9a..e6acdd446d3 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
@@ -9,10 +9,12 @@ out vec4 fragColor;
float linearrgb_to_srgb(float c)
{
- if (c < 0.0031308)
+ if (c < 0.0031308) {
return (c < 0.0) ? 0.0 : c * 12.92;
- else
+ }
+ else {
return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
}
void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
index f3bda2cf27d..1193e1b5b9c 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
@@ -49,17 +49,20 @@ void main()
if (finalEdgeClass > 0.0f) {
// front-facing edge
- if (drawFront)
+ if (drawFront) {
emitLine(vec4(fCol[0], 0.75));
+ }
}
else if (finalEdgeClass < 0.0f) {
// back-facing edge
- if (drawBack)
+ if (drawBack) {
emitLine(vec4(fCol[0], 0.5));
+ }
}
else {
// exactly one face is front-facing, silhouette edge
- if (drawSilhouette)
+ if (drawSilhouette) {
emitLine(vec4(fCol[0], 1.0));
+ }
}
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
index 62a526cae49..543497e890b 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
@@ -53,12 +53,15 @@ void main()
bool face_1_front = front(normal_matrix, N1, eye);
bool face_2_front = front(normal_matrix, N2, eye);
- if (face_1_front && face_2_front)
+ if (face_1_front && face_2_front) {
edgeClass = 1.0; // front-facing edge
- else if (face_1_front || face_2_front)
+ }
+ else if (face_1_front || face_2_front) {
edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
- else
+ }
+ else {
edgeClass = -1.0; // back-facing edge
+ }
fCol = color;
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
index 13c4a7a310e..374dcab2415 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
@@ -20,12 +20,15 @@ void main()
vec3 offset = vec3(0.0);
#ifdef AXIS_NAME
- if (pos.z == 0.0)
+ if (pos.z == 0.0) {
offset = vec3(1.125, 0.0, 0.0);
- else if (pos.z == 1.0)
+ }
+ else if (pos.z == 1.0) {
offset = vec3(0.0, 1.125, 0.0);
- else
+ }
+ else {
offset = vec3(0.0, 0.0, 1.125);
+ }
offset *= size;
#endif
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 7dc3958d5b6..306edb76fa5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -13,18 +13,22 @@ 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 (mod(-y, 2.0) == 0.0) {
return pow(-x, y);
- else
+ }
+ else {
return -pow(-x, y);
+ }
}
- else if (x == 0.0)
+ else if (x == 0.0) {
return 0.0;
+ }
return pow(x, y);
}
@@ -39,8 +43,9 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol)
cdelta = cmax - cmin;
v = cmax;
- if (cmax != 0.0)
+ if (cmax != 0.0) {
s = cdelta / cmax;
+ }
else {
s = 0.0;
h = 0.0;
@@ -52,17 +57,21 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol)
else {
c = (vec3(cmax) - rgb.xyz) / cdelta;
- if (rgb.x == cmax)
+ if (rgb.x == cmax) {
h = c[2] - c[1];
- else if (rgb.y == cmax)
+ }
+ else if (rgb.y == cmax) {
h = 2.0 + c[0] - c[2];
- else
+ }
+ else {
h = 4.0 + c[1] - c[0];
+ }
h /= 6.0;
- if (h < 0.0)
+ if (h < 0.0) {
h += 1.0;
+ }
}
outcol = vec4(h, s, v, rgb.w);
@@ -81,8 +90,9 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
rgb = vec3(v, v, v);
}
else {
- if (h == 1.0)
+ if (h == 1.0) {
h = 0.0;
+ }
h *= 6.0;
i = floor(h);
@@ -92,18 +102,24 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
q = v * (1.0 - (s * f));
t = v * (1.0 - (s * (1.0 - f)));
- if (i == 0.0)
+ if (i == 0.0) {
rgb = vec3(v, t, p);
- else if (i == 1.0)
+ }
+ else if (i == 1.0) {
rgb = vec3(q, v, p);
- else if (i == 2.0)
+ }
+ else if (i == 2.0) {
rgb = vec3(p, v, t);
- else if (i == 3.0)
+ }
+ else if (i == 3.0) {
rgb = vec3(p, q, v);
- else if (i == 4.0)
+ }
+ else if (i == 4.0) {
rgb = vec3(t, p, v);
- else
+ }
+ else {
rgb = vec3(v, p, q);
+ }
}
outcol = vec4(rgb, hsv.w);
@@ -188,15 +204,18 @@ void point_map_to_sphere(vec3 vin, out vec3 vout)
float l
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list