code cleanup:
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
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@@ -539,7 +539,8 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G
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GPUNodeLink *fac, *tmp, *addcol;
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if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
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ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
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ma->ramp_col && (ma->mode & MA_RAMP_COL))
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{
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/* MA_RAMP_IN_RESULT is exceptional */
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if (ma->rampin_col==MA_RAMP_IN_RESULT) {
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addcol = shi->rgb;
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@@ -579,7 +580,8 @@ static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
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GPUNodeLink *fac;
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if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
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ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) {
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ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT)
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{
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GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
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/* colorband + blend */
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@@ -775,7 +777,8 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
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if (mat->scene->gm.flag & GAME_GLSL_NO_SHADERS);
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else if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
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(GPU_link_changed(shi->spec) || ma->spec != 0.0f)) {
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(GPU_link_changed(shi->spec) || ma->spec != 0.0f))
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{
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if (lamp->type == LA_HEMI) {
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GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t);
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GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol);
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