diff --git a/intern/cycles/kernel/closure/bsdf_principled_hair_huang.h b/intern/cycles/kernel/closure/bsdf_principled_hair_huang.h index d37f6e99ffc..80e7bbe1be8 100644 --- a/intern/cycles/kernel/closure/bsdf_principled_hair_huang.h +++ b/intern/cycles/kernel/closure/bsdf_principled_hair_huang.h @@ -742,8 +742,7 @@ ccl_device int bsdf_hair_huang_sample(const KernelGlobals kg, const float T3 = 1.0f - R3; if (cos_theta_t3 != 0.0f && - microfacet_visible(wtr, -wtrt, make_float3(wmtr.x, 0.0f, wmtr.z), wh3)) - { + microfacet_visible(wtr, -wtrt, make_float3(wmtr.x, 0.0f, wmtr.z), wh3)) { TRT = bsdf->extra->TRT * TR * make_spectrum(T3) * bsdf_Go(roughness2, cos_mi3, dot(wmtr, -wtrt)); } diff --git a/intern/cycles/scene/shader_graph.cpp b/intern/cycles/scene/shader_graph.cpp index c0d6e626070..4bbbe3d47f2 100644 --- a/intern/cycles/scene/shader_graph.cpp +++ b/intern/cycles/scene/shader_graph.cpp @@ -1137,8 +1137,7 @@ int ShaderGraph::get_num_closures() num_closures += MAX_VOLUME_STACK_SIZE; } else if (closure_type == CLOSURE_BSDF_HAIR_CHIANG_ID || - closure_type == CLOSURE_BSDF_HAIR_HUANG_ID) - { + closure_type == CLOSURE_BSDF_HAIR_HUANG_ID) { num_closures += 2; } else { diff --git a/source/blender/blenkernel/intern/grease_pencil.cc b/source/blender/blenkernel/intern/grease_pencil.cc index 6f94e8a3808..8d6b0eca125 100644 --- a/source/blender/blenkernel/intern/grease_pencil.cc +++ b/source/blender/blenkernel/intern/grease_pencil.cc @@ -440,8 +440,7 @@ TreeNode::TreeNode(GreasePencilLayerTreeNodeType type, StringRefNull name) : Tre this->GreasePencilLayerTreeNode::name = BLI_strdup(name.c_str()); } -TreeNode::TreeNode(const TreeNode &other) - : TreeNode(GreasePencilLayerTreeNodeType(other.type)) +TreeNode::TreeNode(const TreeNode &other) : TreeNode(GreasePencilLayerTreeNodeType(other.type)) { this->GreasePencilLayerTreeNode::name = BLI_strdup_null(other.GreasePencilLayerTreeNode::name); this->flag = other.flag; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl index e13af832c61..ae059dba9af 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl @@ -1,7 +1,7 @@ /** * We want to know how much a pixel is covered by a line. - * We replace the square pixel with a circle of the same area and try to find the intersection area. - * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment + * We replace the square pixel with a circle of the same area and try to find the intersection + * area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complex. Instead, * we approximate it by using the smooth-step function and a 1.05 factor to the disc radius. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl index 94a43224823..1d05c960ca6 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl @@ -1,7 +1,7 @@ /** * We want to know how much a pixel is covered by a line. - * We replace the square pixel with a circle of the same area and try to find the intersection area. - * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment + * We replace the square pixel with a circle of the same area and try to find the intersection + * area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complex. Instead, * we approximate it by using the smooth-step function and a 1.05 factor to the disc radius. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl index 12d1c726252..b3dcff1a4f4 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl @@ -1,7 +1,7 @@ /** * We want to know how much a pixel is covered by a line. - * We replace the square pixel with a circle of the same area and try to find the intersection area. - * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment + * We replace the square pixel with a circle of the same area and try to find the intersection + * area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complex. Instead, * we approximate it by using the smooth-step function and a 1.05 factor to the disc radius. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl index e53d59ac47e..c2ac649b6f6 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl @@ -1,7 +1,8 @@ /** * Infinite grid: - * Draw anti-aliased grid and axes of different sizes with smooth blending between levels of detail. - * We draw multiple triangles to avoid float precision issues due to perspective interpolation. + * Draw anti-aliased grid and axes of different sizes with smooth blending between levels of + * detail. We draw multiple triangles to avoid float precision issues due to perspective + * interpolation. */ /** diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl index 481bc1ac65d..a858ba16f38 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl @@ -1,7 +1,8 @@ /** * Infinite grid: - * Draw anti-aliased grid and axes of different sizes with smooth blending between Level of details. - * We draw multiple triangles to avoid float precision issues due to perspective interpolation. + * Draw anti-aliased grid and axes of different sizes with smooth blending between Level of + * details. We draw multiple triangles to avoid float precision issues due to perspective + * interpolation. */ #pragma BLENDER_REQUIRE(common_view_lib.glsl)