osl style cleanup and update man-page.

This commit is contained in:
Campbell Barton
2012-12-04 03:18:08 +00:00
parent eeece25d82
commit c0078a9879
6 changed files with 32 additions and 22 deletions

View File

@@ -28,7 +28,7 @@ shader node_convert_from_color(
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722;
ValInt = (int)(Color[0]*0.2126 + Color[1]*0.7152 + Color[2]*0.0722);
ValInt = (int)(Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722);
Vector = vector(Color[0], Color[1], Color[2]);
Point = point(Color[0], Color[1], Color[2]);
Normal = normal(Color[0], Color[1], Color[2]);

View File

@@ -35,8 +35,8 @@ vector environment_texture_direction_to_mirrorball(vector dir)
if (div > 0.0)
dir /= div;
float u = 0.5*(dir[0] + 1.0);
float v = 0.5*(dir[2] + 1.0);
float u = 0.5 * (dir[0] + 1.0);
float v = 0.5 * (dir[2] + 1.0);
return vector(u, v, 0.0);
}

View File

@@ -68,26 +68,26 @@ shader node_image_texture(
vector weight = vector(0.0, 0.0, 0.0);
float blend = projection_blend;
float limit = 0.5*(1.0 + blend);
float limit = 0.5 * (1.0 + blend);
/* first test for corners with single texture */
if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
if (Nob[0] > limit * (Nob[0] + Nob[1]) && Nob[0] > limit * (Nob[0] + Nob[2])) {
weight[0] = 1.0;
}
else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
else if (Nob[1] > limit * (Nob[0] + Nob[1]) && Nob[1] > limit * (Nob[1] + Nob[2])) {
weight[1] = 1.0;
}
else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
else if (Nob[2] > limit * (Nob[0] + Nob[2]) && Nob[2] > limit * (Nob[1] + Nob[2])) {
weight[2] = 1.0;
}
else if (blend > 0.0) {
/* in case of blending, test for mixes between two textures */
if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
if (Nob[2] < (1.0 - limit) * (Nob[1] + Nob[0])) {
weight[0] = Nob[0] / (Nob[0] + Nob[1]);
weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[1] = 1.0 - weight[0];
}
else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
else if (Nob[0] < (1.0 - limit) * (Nob[1] + Nob[2])) {
weight[1] = Nob[1] / (Nob[1] + Nob[2]);
weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[2] = 1.0 - weight[1];
@@ -111,16 +111,16 @@ shader node_image_texture(
float tmp_alpha;
if (weight[0] > 0.0) {
Color += weight[0]*image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
Alpha += weight[0]*tmp_alpha;
Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
Alpha += weight[0] * tmp_alpha;
}
if (weight[1] > 0.0) {
Color += weight[1]*image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
Alpha += weight[1]*tmp_alpha;
Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
Alpha += weight[1] * tmp_alpha;
}
if (weight[2] > 0.0) {
Color += weight[2]*image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
Alpha += weight[2]*tmp_alpha;
Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
Alpha += weight[2] * tmp_alpha;
}
}
}

View File

@@ -30,7 +30,7 @@ shader node_light_falloff(
getattribute("path:ray_length", ray_length);
if (Smooth > 0.0) {
float squared = ray_length*ray_length;
float squared = ray_length * ray_length;
strength *= squared / (Smooth + squared);
}
@@ -38,9 +38,9 @@ shader node_light_falloff(
Quadratic = strength;
/* Linear */
Linear = (strength*ray_length);
Linear = (strength * ray_length);
/* Constant */
Constant = (strength*ray_length*ray_length);
Constant = (strength * ray_length * ray_length);
}

View File

@@ -27,7 +27,7 @@ shader node_normal_map(
string attr_sign_name = "geom:tangent_sign",
output normal Normal = NormalIn)
{
color mcolor = 2.0*color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
if (space == "Tangent") {
vector tangent;
@@ -47,6 +47,6 @@ shader node_normal_map(
Normal = normalize(vector(mcolor));
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn)*max(Strength, 0.0));
Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
}