diff --git a/res/dpr/light_library.glsl b/res/dpr/light_library.glsl index a1c4a67a2dad88603a665f92c14f433fa1c46320..d96687a1599c10b1ec5bed39163e2d41d83712b1 100644 --- a/res/dpr/light_library.glsl +++ b/res/dpr/light_library.glsl @@ -68,7 +68,7 @@ uint get_shadow_frustum(uint light, vec3 surface_position) { frustum = 0; - if(direction.x < 0.0) + if (direction.x < 0.0) { frustum += 1; } @@ -78,7 +78,7 @@ uint get_shadow_frustum(uint light, vec3 surface_position) { frustum = 2; - if(direction.y < 0.0) + if (direction.y < 0.0) { frustum += 1; } @@ -88,7 +88,7 @@ uint get_shadow_frustum(uint light, vec3 surface_position) { frustum = 4; - if(direction.z < 0.0) + if (direction.z < 0.0) { frustum += 1; } @@ -245,7 +245,7 @@ vec3 compute_brdf(vec3 light_direction, vec3 normal_direction, vec3 view_directi { float n_dot_l = dot(normal_direction, light_direction); - if(n_dot_l <= 0.0) + if (n_dot_l <= 0.0) { return vec3(0.0); } diff --git a/res/dpr/material_library.glsl b/res/dpr/material_library.glsl index 9b3a3720d1fa1dd3588451cce007e0f17b92674c..8afb064b84fb21a75c3253dd4257a48115662c9d 100644 --- a/res/dpr/material_library.glsl +++ b/res/dpr/material_library.glsl @@ -15,7 +15,7 @@ { Material material = lookup_material(uv); - if(material.opacity < EPSILON) + if (material.opacity < EPSILON) { discard; } diff --git a/res/dpr/math_library.glsl b/res/dpr/math_library.glsl index 56d28a2d5ccce2520b425e927ef38e26b6122de0..fa3f35ac68b693719b0a75ed5e6c9e30c467523e 100644 --- a/res/dpr/math_library.glsl +++ b/res/dpr/math_library.glsl @@ -6,7 +6,7 @@ float heaviside(float value) { - if(value <= 0.0) + if (value <= 0.0) { return 0.0; } diff --git a/res/dpr/shadow.geom b/res/dpr/shadow.geom index c3b0abe6bff78750ea7bd808e4752505beaf7b5c..519171c674565abd00fd99b53dd34d48047e0202 100644 --- a/res/dpr/shadow.geom +++ b/res/dpr/shadow.geom @@ -12,7 +12,7 @@ layout(push_constant) uniform Constants void main() { - for(int index = 0; index < 3; index++) + for (int index = 0; index < 3; index++) { gl_Position = gl_in[index].gl_Position; gl_Layer = int(layer_index); diff --git a/src/scene.cpp b/src/scene.cpp index 0cc1eda52f953699217e682b8a13c664d4cdb177..b83907c985e589ac88e3530ca44e72940c2fc7d8 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -302,7 +302,7 @@ void build_shadow_matrix(glsl::LightData& light_data, const glm::vec3& box_min, } } - else if(light_data.type == LIGHT_TYPE_DIRECTIONAL) + else if (light_data.type == LIGHT_TYPE_DIRECTIONAL) { glm::vec3 direction = glm::normalize(light_data.direction); glm::vec3 side = glm::vec3(1.0f, 0.0f, 0.0f); @@ -345,7 +345,7 @@ void build_shadow_matrix(glsl::LightData& light_data, const glm::vec3& box_min, light_data.shadow_matrix[0] = projection_matrix * view_matrix; } - else if(light_data.type == LIGHT_TYPE_SPOT) + else if (light_data.type == LIGHT_TYPE_SPOT) { glm::vec3 box_size = box_max - box_min; float box_diagonal = glm::length(box_size);