Code cleanup, stick closer to a blender code style in GLSL shader

This commit is contained in:
Sergey Sharybin 2016-05-23 10:31:36 +02:00
parent a830280688
commit caec6f3d41
4 changed files with 146 additions and 146 deletions

View File

@ -52,13 +52,13 @@ void main(void)
*/
float t0 = start.z + start.w;
float t1 = end.z + end.w;
if(t0 < 0.0) {
if(t1 < 0.0) {
if (t0 < 0.0) {
if (t1 < 0.0) {
return;
}
start = mix(start, end, (0 - t0) / (t1 - t0));
}
if(t1 < 0.0) {
if (t1 < 0.0) {
end = mix(start, end, (0 - t0) / (t1 - t0));
}

View File

@ -39,7 +39,7 @@ void main()
#ifdef CLIP_WORKAROUND
int i;
for(i = 0; i < 6; i++)
for (i = 0; i < 6; i++)
gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
#elif !defined(GPU_ATI)
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA

View File

@ -16,17 +16,17 @@ 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 (x < 0.0) {
if (mod(-y, 2.0) == 0.0)
return pow(-x, y);
else
return -pow(-x, y);
}
else if(x == 0.0)
else if (x == 0.0)
return 0.0;
return pow(x, y);
@ -77,11 +77,11 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
s = hsv[1];
v = hsv[2];
if(s==0.0) {
if (s==0.0) {
rgb = vec3(v, v, v);
}
else {
if(h==1.0)
if (h==1.0)
h = 0.0;
h *= 6.0;
@ -105,7 +105,7 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
float srgb_to_linearrgb(float c)
{
if(c < 0.04045)
if (c < 0.04045)
return (c < 0.0) ? 0.0: c * (1.0 / 12.92);
else
return pow((c + 0.055)*(1.0/1.055), 2.4);
@ -113,7 +113,7 @@ float srgb_to_linearrgb(float c)
float linearrgb_to_srgb(float c)
{
if(c < 0.0031308)
if (c < 0.0031308)
return (c < 0.0) ? 0.0: c * 12.92;
else
return 1.055 * pow(c, 1.0/2.4) - 0.055;
@ -201,9 +201,9 @@ void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
{
outvec = (mat * vec4(vec, 1.0)).xyz;
if(domin == 1.0)
if (domin == 1.0)
outvec = max(outvec, minvec);
if(domax == 1.0)
if (domax == 1.0)
outvec = min(outvec, maxvec);
}
@ -299,7 +299,7 @@ void math_pow(float val1, float val2, out float outval)
void math_log(float val1, float val2, out float outval)
{
if(val1 > 0.0 && val2 > 0.0)
if (val1 > 0.0 && val2 > 0.0)
outval= log2(val1) / log2(val2);
else
outval= 0.0;
@ -322,7 +322,7 @@ void math_round(float val, out float outval)
void math_less_than(float val1, float val2, out float outval)
{
if(val1 < val2)
if (val1 < val2)
outval = 1.0;
else
outval = 0.0;
@ -330,7 +330,7 @@ void math_less_than(float val1, float val2, out float outval)
void math_greater_than(float val1, float val2, out float outval)
{
if(val1 > val2)
if (val1 > val2)
outval = 1.0;
else
outval = 0.0;
@ -539,17 +539,17 @@ void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
outcol = col1;
if(outcol.r < 0.5)
if (outcol.r < 0.5)
outcol.r *= facm + 2.0*fac*col2.r;
else
outcol.r = 1.0 - (facm + 2.0*fac*(1.0 - col2.r))*(1.0 - outcol.r);
if(outcol.g < 0.5)
if (outcol.g < 0.5)
outcol.g *= facm + 2.0*fac*col2.g;
else
outcol.g = 1.0 - (facm + 2.0*fac*(1.0 - col2.g))*(1.0 - outcol.g);
if(outcol.b < 0.5)
if (outcol.b < 0.5)
outcol.b *= facm + 2.0*fac*col2.b;
else
outcol.b = 1.0 - (facm + 2.0*fac*(1.0 - col2.b))*(1.0 - outcol.b);
@ -569,9 +569,9 @@ void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
outcol = col1;
if(col2.r != 0.0) outcol.r = facm*outcol.r + fac*outcol.r/col2.r;
if(col2.g != 0.0) outcol.g = facm*outcol.g + fac*outcol.g/col2.g;
if(col2.b != 0.0) outcol.b = facm*outcol.b + fac*outcol.b/col2.b;
if (col2.r != 0.0) outcol.r = facm*outcol.r + fac*outcol.r/col2.r;
if (col2.g != 0.0) outcol.g = facm*outcol.g + fac*outcol.g/col2.g;
if (col2.b != 0.0) outcol.b = facm*outcol.b + fac*outcol.b/col2.b;
}
void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
@ -600,29 +600,29 @@ void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
fac = clamp(fac, 0.0, 1.0);
outcol = col1;
if(outcol.r != 0.0) {
if (outcol.r != 0.0) {
float tmp = 1.0 - fac*col2.r;
if(tmp <= 0.0)
if (tmp <= 0.0)
outcol.r = 1.0;
else if((tmp = outcol.r/tmp) > 1.0)
else if ((tmp = outcol.r/tmp) > 1.0)
outcol.r = 1.0;
else
outcol.r = tmp;
}
if(outcol.g != 0.0) {
if (outcol.g != 0.0) {
float tmp = 1.0 - fac*col2.g;
if(tmp <= 0.0)
if (tmp <= 0.0)
outcol.g = 1.0;
else if((tmp = outcol.g/tmp) > 1.0)
else if ((tmp = outcol.g/tmp) > 1.0)
outcol.g = 1.0;
else
outcol.g = tmp;
}
if(outcol.b != 0.0) {
if (outcol.b != 0.0) {
float tmp = 1.0 - fac*col2.b;
if(tmp <= 0.0)
if (tmp <= 0.0)
outcol.b = 1.0;
else if((tmp = outcol.b/tmp) > 1.0)
else if ((tmp = outcol.b/tmp) > 1.0)
outcol.b = 1.0;
else
outcol.b = tmp;
@ -637,31 +637,31 @@ void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
outcol = col1;
tmp = facm + fac*col2.r;
if(tmp <= 0.0)
if (tmp <= 0.0)
outcol.r = 0.0;
else if((tmp = (1.0 - (1.0 - outcol.r)/tmp)) < 0.0)
else if ((tmp = (1.0 - (1.0 - outcol.r)/tmp)) < 0.0)
outcol.r = 0.0;
else if(tmp > 1.0)
else if (tmp > 1.0)
outcol.r = 1.0;
else
outcol.r = tmp;
tmp = facm + fac*col2.g;
if(tmp <= 0.0)
if (tmp <= 0.0)
outcol.g = 0.0;
else if((tmp = (1.0 - (1.0 - outcol.g)/tmp)) < 0.0)
else if ((tmp = (1.0 - (1.0 - outcol.g)/tmp)) < 0.0)
outcol.g = 0.0;
else if(tmp > 1.0)
else if (tmp > 1.0)
outcol.g = 1.0;
else
outcol.g = tmp;
tmp = facm + fac*col2.b;
if(tmp <= 0.0)
if (tmp <= 0.0)
outcol.b = 0.0;
else if((tmp = (1.0 - (1.0 - outcol.b)/tmp)) < 0.0)
else if ((tmp = (1.0 - (1.0 - outcol.b)/tmp)) < 0.0)
outcol.b = 0.0;
else if(tmp > 1.0)
else if (tmp > 1.0)
outcol.b = 1.0;
else
outcol.b = tmp;
@ -677,7 +677,7 @@ void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
vec4 hsv, hsv2, tmp;
rgb_to_hsv(col2, hsv2);
if(hsv2.y != 0.0) {
if (hsv2.y != 0.0) {
rgb_to_hsv(outcol, hsv);
hsv.x = hsv2.x;
hsv_to_rgb(hsv, tmp);
@ -697,7 +697,7 @@ void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
vec4 hsv, hsv2;
rgb_to_hsv(outcol, hsv);
if(hsv.y != 0.0) {
if (hsv.y != 0.0) {
rgb_to_hsv(col2, hsv2);
hsv.y = facm*hsv.y + fac*hsv2.y;
@ -728,7 +728,7 @@ void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
vec4 hsv, hsv2, tmp;
rgb_to_hsv(col2, hsv2);
if(hsv2.y != 0.0) {
if (hsv2.y != 0.0) {
rgb_to_hsv(outcol, hsv);
hsv.x = hsv2.x;
hsv.y = hsv2.y;
@ -794,11 +794,11 @@ void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 ou
rgb_to_hsv(col, hsv);
hsv[0] += (hue - 0.5);
if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0;
if (hsv[0]>1.0) hsv[0]-=1.0; else if (hsv[0]<0.0) hsv[0]+= 1.0;
hsv[1] *= sat;
if(hsv[1]>1.0) hsv[1]= 1.0; else if(hsv[1]<0.0) hsv[1]= 0.0;
if (hsv[1]>1.0) hsv[1]= 1.0; else if (hsv[1]<0.0) hsv[1]= 0.0;
hsv[2] *= value;
if(hsv[2]>1.0) hsv[2]= 1.0; else if(hsv[2]<0.0) hsv[2]= 0.0;
if (hsv[2]>1.0) hsv[2]= 1.0; else if (hsv[2]<0.0) hsv[2]= 0.0;
hsv_to_rgb(hsv, outcol);
@ -976,17 +976,17 @@ void mtex_rgb_overlay(vec3 outcol, vec3 texcol, float fact, float facg, out vec3
fact *= facg;
facm = 1.0-fact;
if(outcol.r < 0.5)
if (outcol.r < 0.5)
incol.r = outcol.r*(facm + 2.0*fact*texcol.r);
else
incol.r = 1.0 - (facm + 2.0*fact*(1.0 - texcol.r))*(1.0 - outcol.r);
if(outcol.g < 0.5)
if (outcol.g < 0.5)
incol.g = outcol.g*(facm + 2.0*fact*texcol.g);
else
incol.g = 1.0 - (facm + 2.0*fact*(1.0 - texcol.g))*(1.0 - outcol.g);
if(outcol.b < 0.5)
if (outcol.b < 0.5)
incol.b = outcol.b*(facm + 2.0*fact*texcol.b);
else
incol.b = 1.0 - (facm + 2.0*fact*(1.0 - texcol.b))*(1.0 - outcol.b);
@ -1009,9 +1009,9 @@ void mtex_rgb_div(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 inc
fact *= facg;
facm = 1.0-fact;
if(texcol.r != 0.0) incol.r = facm*outcol.r + fact*outcol.r/texcol.r;
if(texcol.g != 0.0) incol.g = facm*outcol.g + fact*outcol.g/texcol.g;
if(texcol.b != 0.0) incol.b = facm*outcol.b + fact*outcol.b/texcol.b;
if (texcol.r != 0.0) incol.r = facm*outcol.r + fact*outcol.r/texcol.r;
if (texcol.g != 0.0) incol.g = facm*outcol.g + fact*outcol.g/texcol.g;
if (texcol.b != 0.0) incol.b = facm*outcol.b + fact*outcol.b/texcol.b;
}
void mtex_rgb_diff(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
@ -1043,11 +1043,11 @@ void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 i
fact *= facg;
col = fact*texcol.r;
if(col > outcol.r) incol.r = col; else incol.r = outcol.r;
if (col > outcol.r) incol.r = col; else incol.r = outcol.r;
col = fact*texcol.g;
if(col > outcol.g) incol.g = col; else incol.g = outcol.g;
if (col > outcol.g) incol.g = col; else incol.g = outcol.g;
col = fact*texcol.b;
if(col > outcol.b) incol.b = col; else incol.b = outcol.b;
if (col > outcol.b) incol.b = col; else incol.b = outcol.b;
}
void mtex_rgb_hue(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
@ -1098,17 +1098,17 @@ void mtex_rgb_linear(vec3 outcol, vec3 texcol, float fact, float facg, out vec3
{
fact *= facg;
if(texcol.r > 0.5)
if (texcol.r > 0.5)
incol.r = outcol.r + fact*(2.0*(texcol.r - 0.5));
else
incol.r = outcol.r + fact*(2.0*(texcol.r) - 1.0);
if(texcol.g > 0.5)
if (texcol.g > 0.5)
incol.g = outcol.g + fact*(2.0*(texcol.g - 0.5));
else
incol.g = outcol.g + fact*(2.0*(texcol.g) - 1.0);
if(texcol.b > 0.5)
if (texcol.b > 0.5)
incol.b = outcol.b + fact*(2.0*(texcol.b - 0.5));
else
incol.b = outcol.b + fact*(2.0*(texcol.b) - 1.0);
@ -1119,7 +1119,7 @@ void mtex_value_vars(inout float fact, float facg, out float facm)
fact *= abs(facg);
facm = 1.0-fact;
if(facg < 0.0) {
if (facg < 0.0) {
float tmp = fact;
fact = facm;
facm = tmp;
@ -1175,7 +1175,7 @@ void mtex_value_div(float outcol, float texcol, float fact, float facg, out floa
float facm;
mtex_value_vars(fact, facg, facm);
if(texcol != 0.0)
if (texcol != 0.0)
incol = facm*outcol + fact*outcol/texcol;
else
incol = 0.0;
@ -1203,7 +1203,7 @@ void mtex_value_light(float outcol, float texcol, float fact, float facg, out fl
mtex_value_vars(fact, facg, facm);
float col = fact*texcol;
if(col > outcol) incol = col; else incol = outcol;
if (col > outcol) incol = col; else incol = outcol;
}
void mtex_value_clamp_positive(float fac, out float outfac)
@ -1225,8 +1225,8 @@ void mtex_har_multiply_clamp(float har, out float outhar)
{
har *= 128.0;
if(har < 1.0) outhar = 1.0;
else if(har > 511.0) outhar = 511.0;
if (har < 1.0) outhar = 1.0;
else if (har > 511.0) outhar = 511.0;
else outhar = har;
}
@ -1447,7 +1447,7 @@ void mtex_bump_bicubic( vec3 texco, sampler2D ima, float hScale,
vec2 dHdxy = vec2(Hr - Hl, Hu - Hd);
float fBlend = clamp(1.0-textureQueryLOD(ima, texco.xy).x, 0.0, 1.0);
if(fBlend!=0.0)
if (fBlend!=0.0)
{
// the derivative of the bicubic sampling of level 0
ivec2 vDim;
@ -1478,8 +1478,8 @@ void mtex_bump_bicubic( vec3 texco, sampler2D ima, float hScale,
mat4 H;
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
ivec2 iTexTmp = iTexLocMod + ivec2(i,j);
// wrap texture coordinates manually for texelFetch to work on uvs oitside the 0,1 range.
@ -1668,7 +1668,7 @@ void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float
void lamp_visibility_spot_square(vec3 lampvec, mat4 lampimat, vec2 scale, vec3 lv, out float inpr)
{
if(dot(lv, lampvec) > 0.0) {
if (dot(lv, lampvec) > 0.0) {
vec3 lvrot = (lampimat*vec4(lv, 0.0)).xyz;
/* without clever non-uniform scale, we could do: */
// float x = max(abs(lvrot.x / lvrot.z), abs(lvrot.y / lvrot.z));
@ -1701,14 +1701,14 @@ void lamp_visibility_spot(float spotsi, float spotbl, float inpr, float visifac,
{
float t = spotsi;
if(inpr <= t) {
if (inpr <= t) {
outvisifac = 0.0;
}
else {
t = inpr - t;
/* soft area */
if(spotbl != 0.0)
if (spotbl != 0.0)
inpr *= smoothstep(0.0, 1.0, t/spotbl);
outvisifac = visifac*inpr;
@ -1816,7 +1816,7 @@ void shade_inp_area(vec3 position, vec3 lampco, vec3 lampvec, vec3 vn, mat4 area
vec3 co = position;
vec3 vec = co - lampco;
if(dot(vec, lampvec) < 0.0) {
if (dot(vec, lampvec) < 0.0) {
inp = 0.0;
}
else {
@ -1833,10 +1833,10 @@ void shade_diffuse_oren_nayer(float nl, vec3 n, vec3 l, vec3 v, float rough, out
float nv = max(dot(n, v), 0.0);
float realnl = dot(n, l);
if(realnl < 0.0) {
if (realnl < 0.0) {
is = 0.0;
}
else if(nl < 0.0) {
else if (nl < 0.0) {
is = 0.0;
}
else {
@ -1851,7 +1851,7 @@ void shade_diffuse_oren_nayer(float nl, vec3 n, vec3 l, vec3 v, float rough, out
float a, b;
if(Lit_A > View_A) {
if (Lit_A > View_A) {
a = Lit_A;
b = View_A;
}
@ -1873,20 +1873,20 @@ void shade_diffuse_toon(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out f
float rslt = dot(n, l);
float ang = acos(rslt);
if(ang < size) is = 1.0;
else if(ang > (size + tsmooth) || tsmooth == 0.0) is = 0.0;
if (ang < size) is = 1.0;
else if (ang > (size + tsmooth) || tsmooth == 0.0) is = 0.0;
else is = 1.0 - ((ang - size)/tsmooth);
}
void shade_diffuse_minnaert(float nl, vec3 n, vec3 v, float darkness, out float is)
{
if(nl <= 0.0) {
if (nl <= 0.0) {
is = 0.0;
}
else {
float nv = max(dot(n, v), 0.0);
if(darkness <= 1.0)
if (darkness <= 1.0)
is = nl*pow(max(nv*nl, 0.1), darkness - 1.0);
else
is = nl*pow(1.0001 - nv, darkness - 1.0);
@ -1898,18 +1898,18 @@ float fresnel_fac(vec3 view, vec3 vn, float grad, float fac)
float t1, t2;
float ffac;
if(fac==0.0) {
if (fac==0.0) {
ffac = 1.0;
}
else {
t1= dot(view, vn);
if(t1>0.0) t2= 1.0+t1;
if (t1>0.0) t2= 1.0+t1;
else t2= 1.0-t1;
t2= grad + (1.0-grad)*pow(t2, fac);
if(t2<0.0) ffac = 0.0;
else if(t2>1.0) ffac = 1.0;
if (t2<0.0) ffac = 0.0;
else if (t2>1.0) ffac = 1.0;
else ffac = t2;
}
@ -1923,7 +1923,7 @@ void shade_diffuse_fresnel(vec3 vn, vec3 lv, vec3 view, float fac_i, float fac,
void shade_cubic(float is, out float outis)
{
if(is>0.0 && is<1.0)
if (is>0.0 && is<1.0)
outis= smoothstep(0.0, 1.0, is);
else
outis= is;
@ -1931,7 +1931,7 @@ void shade_cubic(float is, out float outis)
void shade_visifac(float i, float visifac, float refl, out float outi)
{
/*if(i > 0.0)*/
/*if (i > 0.0)*/
outi = max(i*visifac*refl, 0.0);
/*else
outi = i;*/
@ -1944,7 +1944,7 @@ void shade_tangent_v_spec(vec3 tang, out vec3 vn)
void shade_add_to_diffuse(float i, vec3 lampcol, vec3 col, out vec3 outcol)
{
if(i > 0.0)
if (i > 0.0)
outcol = i*lampcol*col;
else
outcol = vec3(0.0, 0.0, 0.0);
@ -1974,7 +1974,7 @@ void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
vec3 h = normalize(v + l);
float nh = dot(n, h);
if(nh < 0.0) {
if (nh < 0.0) {
specfac = 0.0;
}
else {
@ -1988,27 +1988,27 @@ void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, out float specfac)
{
if(refrac < 1.0) {
if (refrac < 1.0) {
specfac = 0.0;
}
else if(spec_power == 0.0) {
else if (spec_power == 0.0) {
specfac = 0.0;
}
else {
if(spec_power<100.0)
if (spec_power<100.0)
spec_power= sqrt(1.0/spec_power);
else
spec_power= 10.0/spec_power;
vec3 h = normalize(v + l);
float nh = dot(n, h);
if(nh < 0.0) {
if (nh < 0.0) {
specfac = 0.0;
}
else {
float nv = max(dot(n, v), 0.01);
float nl = dot(n, l);
if(nl <= 0.01) {
if (nl <= 0.01) {
specfac = 0.0;
}
else {
@ -2020,9 +2020,9 @@ void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, ou
float g = 0.0;
if(a < b && a < c) g = a;
else if(b < a && b < c) g = b;
else if(c < a && c < b) g = c;
if (a < b && a < c) g = a;
else if (b < a && b < c) g = b;
else if (c < a && c < b) g = c;
float p = sqrt(((refrac * refrac)+(vh*vh)-1.0));
float f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1.0+((((vh*(p+vh))-1.0)*((vh*(p+vh))-1.0))/(((vh*(p-vh))+1.0)*((vh*(p-vh))+1.0))));
@ -2052,8 +2052,8 @@ void shade_toon_spec(vec3 n, vec3 l, vec3 v, float size, float tsmooth, out floa
float rslt = dot(h, n);
float ang = acos(rslt);
if(ang < size) rslt = 1.0;
else if(ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
if (ang < size) rslt = 1.0;
else if (ang >= (size + tsmooth) || tsmooth == 0.0) rslt = 0.0;
else rslt = 1.0 - ((ang - size)/tsmooth);
specfac = rslt;
@ -2162,7 +2162,7 @@ void shade_clamp_positive(vec4 col, out vec4 outcol)
void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, float inp, out float result)
{
if(inp <= 0.0) {
if (inp <= 0.0) {
result = 0.0;
}
else {
@ -2180,7 +2180,7 @@ void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, flo
void test_shadowbuf_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float shadowbias, float bleedbias, float inp, out float result)
{
if(inp <= 0.0) {
if (inp <= 0.0) {
result = 0.0;
}
else {
@ -2190,7 +2190,7 @@ void test_shadowbuf_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float
float dist = co.z/co.w;
float p = 0.0;
if(dist <= moments.x)
if (dist <= moments.x)
p = 1.0;
float variance = moments.y - (moments.x*moments.x);
@ -2214,7 +2214,7 @@ void shadows_only(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float
{
result = vec3(1.0);
if(inp > 0.0) {
if (inp > 0.0) {
float shadfac;
test_shadowbuf(rco, shadowmap, shadowpersmat, shadowbias, inp, shadfac);
@ -2226,7 +2226,7 @@ void shadows_only_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float s
{
result = vec3(1.0);
if(inp > 0.0) {
if (inp > 0.0) {
float shadfac;
test_shadowbuf_vsm(rco, shadowmap, shadowpersmat, shadowbias, bleedbias, inp, shadfac);
@ -2249,14 +2249,14 @@ void shade_exposure_correct(vec3 col, float linfac, float logfac, out vec3 outco
void shade_mist_factor(vec3 co, float enable, float miststa, float mistdist, float misttype, float misi, out float outfac)
{
if(enable == 1.0) {
if (enable == 1.0) {
float fac, zcor;
zcor = (gl_ProjectionMatrix[3][3] == 0.0)? length(co): -co[2];
fac = clamp((zcor - miststa) / mistdist, 0.0, 1.0);
if(misttype == 0.0) fac *= fac;
else if(misttype == 1.0);
if (misttype == 0.0) fac *= fac;
else if (misttype == 1.0);
else fac = sqrt(fac);
outfac = 1.0 - (1.0 - fac) * (1.0 - misi);
@ -2292,7 +2292,7 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
float g = eta * eta - 1.0 + c * c;
float result;
if(g > 0.0) {
if (g > 0.0) {
g = sqrt(g);
float A =(g - c)/(g + c);
float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
@ -2405,7 +2405,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result)
vec3 L = vec3(0.2);
/* directional lights */
for(int i = 0; i < NUM_LIGHTS; i++) {
for (int i = 0; i < NUM_LIGHTS; i++) {
vec3 light_position = gl_LightSource[i].position.xyz;
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
@ -2422,7 +2422,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result)
vec3 L = vec3(0.2);
/* directional lights */
for(int i = 0; i < NUM_LIGHTS; i++) {
for (int i = 0; i < NUM_LIGHTS; i++) {
vec3 light_position = gl_LightSource[i].position.xyz;
vec3 H = gl_LightSource[i].halfVector.xyz;
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
@ -2549,7 +2549,7 @@ void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float
/* facing */
facing = abs(dot(I_view, N));
if(blend != 0.5) {
if (blend != 0.5) {
blend = clamp(blend, 0.0, 0.99999);
blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend);
facing = pow(facing, blend);
@ -2563,11 +2563,11 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol)
{
outcol = col;
if(col.r > 0.0)
if (col.r > 0.0)
outcol.r = compatible_pow(col.r, gamma);
if(col.g > 0.0)
if (col.g > 0.0)
outcol.g = compatible_pow(col.g, gamma);
if(col.b > 0.0)
if (col.b > 0.0)
outcol.b = compatible_pow(col.b, gamma);
}
@ -2657,30 +2657,30 @@ float calc_gradient(vec3 p, int gradient_type)
x = p.x;
y = p.y;
z = p.z;
if(gradient_type == 0) { /* linear */
if (gradient_type == 0) { /* linear */
return x;
}
else if(gradient_type == 1) { /* quadratic */
else if (gradient_type == 1) { /* quadratic */
float r = max(x, 0.0);
return r*r;
}
else if(gradient_type == 2) { /* easing */
else if (gradient_type == 2) { /* easing */
float r = min(max(x, 0.0), 1.0);
float t = r*r;
return (3.0*t - 2.0*t*r);
}
else if(gradient_type == 3) { /* diagonal */
else if (gradient_type == 3) { /* diagonal */
return (x + y) * 0.5;
}
else if(gradient_type == 4) { /* radial */
else if (gradient_type == 4) { /* radial */
return atan(y, x) / (M_PI * 2) + 0.5;
}
else {
float r = max(1.0 - sqrt(x*x + y*y + z*z), 0.0);
if(gradient_type == 5) { /* quadratic sphere */
if (gradient_type == 5) { /* quadratic sphere */
return r*r;
}
else if(gradient_type == 6) { /* sphere */
else if (gradient_type == 6) { /* sphere */
return r;
}
}
@ -2726,7 +2726,7 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float bias,
rownum = floor_to_int(p.y / row_height);
if(offset_frequency != 0 && squash_frequency != 0) {
if (offset_frequency != 0 && squash_frequency != 0) {
brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */
offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width*offset_amount); /* offset */
}
@ -2758,7 +2758,7 @@ void node_tex_brick(vec3 co,
squash_amount, int(squash_frequency));
float tint = f2.x;
float f = f2.y;
if(f != 1.0) {
if (f != 1.0) {
float facm = 1.0 - tint;
color1 = facm * color1 + tint * color2;
}
@ -2788,7 +2788,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
nco.y -= 1.0;
float div = 2.0*sqrt(max(-0.5*nco.y, 0.0));
if(div > 0.0)
if (div > 0.0)
nco /= div;
float u = 0.5*(nco.x + 1.0);
@ -2821,37 +2821,37 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec
float y = cos((-p.x + p.y - p.z)*5.0);
float z = -cos((-p.x - p.y + p.z)*5.0);
if(depth > 0) {
if (depth > 0) {
x *= distortion;
y *= distortion;
z *= distortion;
y = -cos(x-y+z);
y *= distortion;
if(depth > 1) {
if (depth > 1) {
x = cos(x-y-z);
x *= distortion;
if(depth > 2) {
if (depth > 2) {
z = sin(-x-y-z);
z *= distortion;
if(depth > 3) {
if (depth > 3) {
x = -cos(-x+y-z);
x *= distortion;
if(depth > 4) {
if (depth > 4) {
y = -sin(-x+y+z);
y *= distortion;
if(depth > 5) {
if (depth > 5) {
y = -cos(-x+y+z);
y *= distortion;
if(depth > 6) {
if (depth > 6) {
x = cos(x+y+z);
x *= distortion;
if(depth > 7) {
if (depth > 7) {
z = sin(x+y-z);
z *= distortion;
if(depth > 8) {
if (depth > 8) {
x = -cos(-x-y+z);
x *= distortion;
if(depth > 9) {
if (depth > 9) {
y = -sin(x-y+z);
y *= distortion;
}
@ -2864,7 +2864,7 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec
}
}
}
if(distortion != 0.0) {
if (distortion != 0.0) {
distortion *= 2.0;
x /= distortion;
y /= distortion;
@ -3012,14 +3012,14 @@ float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves)
float pwHL = pow(lacunarity, -H);
int i;
for(i = 0; i < int(octaves); i++) {
for (i = 0; i < int(octaves); i++) {
value += snoise(p) * pwr;
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if(rmd != 0.0)
if (rmd != 0.0)
value += rmd * snoise(p) * pwr;
return value;
@ -3040,14 +3040,14 @@ float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octa
float pwHL = pow(lacunarity, -H);
int i;
for(i = 0; i < int(octaves); i++) {
for (i = 0; i < int(octaves); i++) {
value *= (pwr * snoise(p) + 1.0);
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if(rmd != 0.0)
if (rmd != 0.0)
value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */
return value;
@ -3072,7 +3072,7 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct
value = offset + snoise(p);
p *= lacunarity;
for(i = 1; i < int(octaves); i++) {
for (i = 1; i < int(octaves); i++) {
increment = (snoise(p) + offset) * pwr * value;
value += increment;
pwr *= pwHL;
@ -3080,7 +3080,7 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct
}
rmd = octaves - floor(octaves);
if(rmd != 0.0) {
if (rmd != 0.0) {
increment = (snoise(p) + offset) * pwr * value;
value += rmd * increment;
}
@ -3107,8 +3107,8 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo
weight = gain * result;
p *= lacunarity;
for(i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
if(weight > 1.0)
for (i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
if (weight > 1.0)
weight = 1.0;
signal = (snoise(p) + offset) * pwr;
@ -3119,7 +3119,7 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo
}
rmd = octaves - floor(octaves);
if(rmd != 0.0)
if (rmd != 0.0)
result += rmd * ((snoise(p) + offset) * pwr);
return result;
@ -3145,7 +3145,7 @@ float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, flo
result = signal;
weight = 1.0;
for(i = 1; i < int(octaves); i++) {
for (i = 1; i < int(octaves); i++) {
p *= lacunarity;
weight = clamp(signal * gain, 0.0, 1.0);
signal = offset - abs(snoise(p));
@ -3291,15 +3291,15 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int
{
float n;
if(wave_type == 0) /* type bands */
if (wave_type == 0) /* type bands */
n = (p.x + p.y + p.z) * 10.0;
else /* type rings */
n = length(p) * 20.0;
if(distortion != 0.0)
if (distortion != 0.0)
n += distortion * noise_turbulence(p*detail_scale, detail, 0);
if(wave_profile == 0) { /* profile sin */
if (wave_profile == 0) { /* profile sin */
return 0.5 + 0.5 * sin(n);
}
else { /* profile saw */

View File

@ -29,7 +29,7 @@ void main()
#ifdef CLIP_WORKAROUND
int i;
for(i = 0; i < 6; i++)
for (i = 0; i < 6; i++)
gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
#elif !defined(GPU_ATI)
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA