Cleanup: clang-format
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@@ -116,7 +116,11 @@ GHOST_Wintab *GHOST_Wintab::loadWintab(HWND hwnd)
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}
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}
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int sanityQueueSize = queueSizeGet(hctx.get());
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int sanityQueueSize = queueSizeGet(hctx.get());
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WINTAB_PRINTF("HCTX %p %s queueSize: %d, queueSizeGet: %d\n", hctx.get(), __func__, queueSize, sanityQueueSize);
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WINTAB_PRINTF("HCTX %p %s queueSize: %d, queueSizeGet: %d\n",
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hctx.get(),
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__func__,
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queueSize,
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sanityQueueSize);
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WINTAB_PRINTF("Loaded Wintab context %p\n", hctx.get());
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WINTAB_PRINTF("Loaded Wintab context %p\n", hctx.get());
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@@ -274,7 +278,11 @@ void GHOST_Wintab::updateCursorInfo()
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else {
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else {
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m_maxAzimuth = m_maxAltitude = 0;
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m_maxAzimuth = m_maxAltitude = 0;
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}
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}
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WINTAB_PRINTF("HCTX %p %s maxAzimuth: %d, maxAltitude: %d\n", m_context.get(), __func__, m_maxAzimuth, m_maxAltitude);
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WINTAB_PRINTF("HCTX %p %s maxAzimuth: %d, maxAltitude: %d\n",
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m_context.get(),
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__func__,
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m_maxAzimuth,
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m_maxAltitude);
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}
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}
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void GHOST_Wintab::processInfoChange(LPARAM lParam)
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void GHOST_Wintab::processInfoChange(LPARAM lParam)
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@@ -11,10 +11,8 @@ uniform sampler3D volumeScattering; /* Result of the scatter step */
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uniform sampler3D volumeExtinction;
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uniform sampler3D volumeExtinction;
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#ifdef USE_VOLUME_OPTI
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#ifdef USE_VOLUME_OPTI
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uniform layout(r11f_g11f_b10f)
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uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalScattering_img;
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writeonly restrict image3D finalScattering_img;
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uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img;
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uniform layout(r11f_g11f_b10f)
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writeonly restrict image3D finalTransmittance_img;
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vec3 finalScattering;
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vec3 finalScattering;
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vec3 finalTransmittance;
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vec3 finalTransmittance;
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@@ -1,6 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
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void node_hair_info(float hair_length,
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void node_hair_info(float hair_length,
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out float is_strand,
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out float is_strand,
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out float intercept,
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out float intercept,
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@@ -1,6 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
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void node_point_info(out vec3 position, out float radius, out float random)
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void node_point_info(out vec3 position, out float radius, out float random)
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{
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{
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#ifdef POINTCLOUD_SHADER
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#ifdef POINTCLOUD_SHADER
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@@ -1,6 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
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void node_tex_environment_equirectangular(vec3 co, out vec3 uv)
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void node_tex_environment_equirectangular(vec3 co, out vec3 uv)
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{
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{
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vec3 nco = normalize(co);
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vec3 nco = normalize(co);
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