diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_convolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_convolve_comp.glsl index c47d11545be..d0ed8f3b959 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_convolve_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_convolve_comp.glsl @@ -78,7 +78,7 @@ SubSurfaceSample sample_neighborhood(vec2 sample_uv) return samp; } -void main(void) +void main() { const uint tile_size = SUBSURFACE_GROUP_SIZE; uvec2 tile_coord = unpackUvec2x16(tiles_coord_buf[gl_WorkGroupID.x]); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_setup_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_setup_comp.glsl index dfbaaf73e63..74f287557fa 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_setup_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_subsurface_setup_comp.glsl @@ -14,7 +14,7 @@ shared uint has_visible_sss; -void main(void) +void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl index 7ddb02c4be6..2f0dac9a6f7 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl @@ -14,7 +14,7 @@ float length_squared(vec3 v) return dot(v, v); } -vec3 gpencil_lighting(void) +vec3 gpencil_lighting() { vec3 light_accum = vec3(0.0); for (int i = 0; i < GPENCIL_LIGHT_BUFFER_LEN; i++) { diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl index a39a5ceb2b4..e7c297bdc27 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl @@ -4,7 +4,7 @@ #include "common_view_clipping_lib.glsl" -void main(void) +void main() { finalColor = vec4(geom_in[0].vColSize.rgb, 1.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl index 79441c26cd9..d8efe9275f8 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl @@ -7,7 +7,7 @@ /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */ #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0)) -float dither(void) +float dither() { /* NOTE(Metal): Declaring constant array in function scope to avoid increasing local shader * memory pressure. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl index 9e55d08030c..b7125655b63 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl @@ -12,7 +12,7 @@ vec2 compute_dir(vec2 v0, vec2 v1) return dir; } -void main(void) +void main() { vec2 t; vec2 edge_dir = compute_dir(interp_flat[0].ss_pos, interp_flat[1].ss_pos) * sizeViewportInv; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl index 897347b7a40..aa5535e7365 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl @@ -7,7 +7,7 @@ #include "common_view_lib.glsl" #include "gpu_shader_utildefines_lib.glsl" -uint outline_colorid_get(void) +uint outline_colorid_get() { #ifdef OBINFO_NEW eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl index d2e5dc759f4..27f6236da30 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl @@ -6,7 +6,7 @@ #include "common_view_clipping_lib.glsl" #include "common_view_lib.glsl" -uint outline_colorid_get(void) +uint outline_colorid_get() { #ifdef OBINFO_NEW eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl index 6019c94f69b..54f7d02bd62 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl @@ -7,7 +7,7 @@ #include "common_view_lib.glsl" #include "gpu_shader_utildefines_lib.glsl" -uint outline_colorid_get(void) +uint outline_colorid_get() { #ifdef OBINFO_NEW eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl index 66033346edc..2f0abce2e7c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl @@ -6,7 +6,7 @@ #include "common_view_lib.glsl" #include "gpu_shader_utildefines_lib.glsl" -uint outline_colorid_get(void) +uint outline_colorid_get() { #ifdef OBINFO_NEW eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w)); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert_no_geom.glsl index 786736d8b0e..3e06ec2d963 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert_no_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert_no_geom.glsl @@ -11,7 +11,7 @@ gl_Position = vec4(0.0); \ return; -uint outline_colorid_get(void) +uint outline_colorid_get() { #ifdef OBINFO_NEW eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w)); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index 1161cd91a5f..1a48d2f77c5 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -26,7 +26,7 @@ float linear_zdepth(float depth, mat4 proj_mat) * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013 */ -float calculate_transparent_weight(void) +float calculate_transparent_weight() { float z = linear_zdepth(gl_FragCoord.z, drw_view.winmat); #if 0 diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl index 679ff9066bf..503994181ef 100644 --- a/source/blender/draw/intern/shaders/common_hair_lib.glsl +++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl @@ -146,12 +146,12 @@ void hair_get_interp_attrs( # if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER) -int hair_get_strand_id(void) +int hair_get_strand_id() { return gl_VertexID / (hairStrandsRes * hairThicknessRes); } -int hair_get_base_id(void) +int hair_get_base_id() { return gl_VertexID / hairThicknessRes; } @@ -270,13 +270,13 @@ vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf) return texelFetch(cd_buf, id).rgba; } -vec3 hair_get_strand_pos(void) +vec3 hair_get_strand_pos() { int id = hair_get_strand_id() * hairStrandsRes; return texelFetch(hairPointBuffer, id).point_position; } -vec2 hair_get_barycentric(void) +vec2 hair_get_barycentric() { /* To match cycles without breaking into individual segment we encode if we need to invert * the first component into the second component. We invert if the barycentricTexCo.y diff --git a/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl b/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl index c654781fc09..2bde4f2089b 100644 --- a/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl +++ b/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl @@ -17,7 +17,7 @@ layout(std430, binding = 0) writeonly buffer hairPointOutputBuffer out_vertbuf; #endif -void main(void) +void main() { float interp_time; vec4 data0, data1, data2, data3; diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl index ffb421c0131..c308b330254 100644 --- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl +++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl @@ -123,7 +123,7 @@ vec4 pointcloud_get_customdata_vec4(const samplerBuffer cd_buf) return texelFetch(cd_buf, id).rgba; } -vec2 pointcloud_get_barycentric(void) +vec2 pointcloud_get_barycentric() { /* TODO: To be implemented. */ return vec2(0.0); diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl index 138763a299e..2fc98a6eea7 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl @@ -14,7 +14,7 @@ #define MID_VERTEX 65 -void main(void) +void main() { const float start_gradient_threshold = 0.35; const float end_gradient_threshold = 0.65; diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl index c99c4576c61..03670a630b2 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl @@ -46,7 +46,7 @@ void do_vertex(const int i, vec4 pos, vec2 ofs) gpu_EmitVertex(); } -void main(void) +void main() { vec4 p0 = clip_line_point_homogeneous_space(gl_in[0].gl_Position, gl_in[1].gl_Position); vec4 p1 = clip_line_point_homogeneous_space(gl_in[1].gl_Position, gl_in[0].gl_Position);