Cleanup: format
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@@ -742,8 +742,7 @@ ccl_device int bsdf_hair_huang_sample(const KernelGlobals kg,
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const float T3 = 1.0f - R3;
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if (cos_theta_t3 != 0.0f &&
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microfacet_visible(wtr, -wtrt, make_float3(wmtr.x, 0.0f, wmtr.z), wh3))
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{
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microfacet_visible(wtr, -wtrt, make_float3(wmtr.x, 0.0f, wmtr.z), wh3)) {
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TRT = bsdf->extra->TRT * TR * make_spectrum(T3) *
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bsdf_Go(roughness2, cos_mi3, dot(wmtr, -wtrt));
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}
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@@ -1137,8 +1137,7 @@ int ShaderGraph::get_num_closures()
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num_closures += MAX_VOLUME_STACK_SIZE;
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}
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else if (closure_type == CLOSURE_BSDF_HAIR_CHIANG_ID ||
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closure_type == CLOSURE_BSDF_HAIR_HUANG_ID)
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{
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closure_type == CLOSURE_BSDF_HAIR_HUANG_ID) {
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num_closures += 2;
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}
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else {
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@@ -440,8 +440,7 @@ TreeNode::TreeNode(GreasePencilLayerTreeNodeType type, StringRefNull name) : Tre
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this->GreasePencilLayerTreeNode::name = BLI_strdup(name.c_str());
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}
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TreeNode::TreeNode(const TreeNode &other)
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: TreeNode(GreasePencilLayerTreeNodeType(other.type))
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TreeNode::TreeNode(const TreeNode &other) : TreeNode(GreasePencilLayerTreeNodeType(other.type))
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{
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this->GreasePencilLayerTreeNode::name = BLI_strdup_null(other.GreasePencilLayerTreeNode::name);
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this->flag = other.flag;
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@@ -1,7 +1,7 @@
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/**
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* We want to know how much a pixel is covered by a line.
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* We replace the square pixel with a circle of the same area and try to find the intersection area.
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* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* We replace the square pixel with a circle of the same area and try to find the intersection
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* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* The formula for the area uses inverse trig function and is quite complex. Instead,
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* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
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*/
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@@ -1,7 +1,7 @@
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/**
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* We want to know how much a pixel is covered by a line.
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* We replace the square pixel with a circle of the same area and try to find the intersection area.
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* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* We replace the square pixel with a circle of the same area and try to find the intersection
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* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* The formula for the area uses inverse trig function and is quite complex. Instead,
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* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
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*/
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@@ -1,7 +1,7 @@
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/**
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* We want to know how much a pixel is covered by a line.
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* We replace the square pixel with a circle of the same area and try to find the intersection area.
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* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* We replace the square pixel with a circle of the same area and try to find the intersection
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* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* The formula for the area uses inverse trig function and is quite complex. Instead,
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* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
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*/
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@@ -1,7 +1,8 @@
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/**
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* Infinite grid:
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* Draw anti-aliased grid and axes of different sizes with smooth blending between levels of detail.
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* We draw multiple triangles to avoid float precision issues due to perspective interpolation.
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* Draw anti-aliased grid and axes of different sizes with smooth blending between levels of
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* detail. We draw multiple triangles to avoid float precision issues due to perspective
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* interpolation.
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*/
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/**
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@@ -1,7 +1,8 @@
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/**
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* Infinite grid:
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* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of details.
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* We draw multiple triangles to avoid float precision issues due to perspective interpolation.
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* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of
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* details. We draw multiple triangles to avoid float precision issues due to perspective
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* interpolation.
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*/
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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