Eevee / DRW : Codestyle
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@@ -121,19 +121,12 @@ float shadow_cascade(ShadowData sd, ShadowCascadeData scd, float texid, vec3 W)
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vec4 vis = vec4(1.0);
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float range = abs(sd.sh_far - sd.sh_near); /* Same factor as in get_cascade_world_distance(). */
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/* Branching is reaally slooow on intel */
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// if (weights.x > 0.0) {
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vis.x = evaluate_cascade(sd, scd.shadowmat[0], W, range, texid + 0);
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// }
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// if (weights.y > 0.0) {
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vis.y = evaluate_cascade(sd, scd.shadowmat[1], W, range, texid + 1);
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// }
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// if (weights.z > 0.0) {
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vis.z = evaluate_cascade(sd, scd.shadowmat[2], W, range, texid + 2);
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// }
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// if (weights.w > 0.0) {
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vis.w = evaluate_cascade(sd, scd.shadowmat[3], W, range, texid + 3);
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// }
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/* Branching using (weights > 0.0) is reaally slooow on intel so avoid it for now. */
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vis.x = evaluate_cascade(sd, scd.shadowmat[0], W, range, texid + 0);
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vis.y = evaluate_cascade(sd, scd.shadowmat[1], W, range, texid + 1);
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vis.z = evaluate_cascade(sd, scd.shadowmat[2], W, range, texid + 2);
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vis.w = evaluate_cascade(sd, scd.shadowmat[3], W, range, texid + 3);
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float weight_sum = dot(vec4(1.0), weights);
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if (weight_sum > 0.9999) {
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@@ -949,9 +949,6 @@ void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, float (*obm
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}
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call->geometry = geom;
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}
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void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, Object *ob)
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@@ -975,7 +972,6 @@ void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, Obje
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copy_m4_m4(call->obmat, ob->obmat);
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call->geometry = geom;
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call->ob_data = ob->data;
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}
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void DRW_shgroup_call_generate_add(
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