ClangFormat: apply to source, most of intern

Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
This commit is contained in:
Campbell Barton
2019-04-17 06:17:24 +02:00
parent b3dabc200a
commit e12c08e8d1
4481 changed files with 1230080 additions and 1155401 deletions

View File

@@ -21,91 +21,89 @@
color magic(point p, int n, float distortion)
{
float dist = distortion;
float dist = distortion;
float x = sin(( p[0] + p[1] + p[2]) * 5.0);
float y = cos((-p[0] + p[1] - p[2]) * 5.0);
float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
float x = sin((p[0] + p[1] + p[2]) * 5.0);
float y = cos((-p[0] + p[1] - p[2]) * 5.0);
float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
if (n > 0) {
x *= dist;
y *= dist;
z *= dist;
y = -cos(x - y + z);
y *= dist;
if (n > 0) {
x *= dist;
y *= dist;
z *= dist;
y = -cos(x - y + z);
y *= dist;
if (n > 1) {
x = cos(x - y - z);
x *= dist;
if (n > 1) {
x = cos(x - y - z);
x *= dist;
if (n > 2) {
z = sin(-x - y - z);
z *= dist;
if (n > 2) {
z = sin(-x - y - z);
z *= dist;
if (n > 3) {
x = -cos(-x + y - z);
x *= dist;
if (n > 3) {
x = -cos(-x + y - z);
x *= dist;
if (n > 4) {
y = -sin(-x + y + z);
y *= dist;
if (n > 4) {
y = -sin(-x + y + z);
y *= dist;
if (n > 5) {
y = -cos(-x + y + z);
y *= dist;
if (n > 5) {
y = -cos(-x + y + z);
y *= dist;
if (n > 6) {
x = cos(x + y + z);
x *= dist;
if (n > 6) {
x = cos(x + y + z);
x *= dist;
if (n > 7) {
z = sin(x + y - z);
z *= dist;
if (n > 7) {
z = sin(x + y - z);
z *= dist;
if (n > 8) {
x = -cos(-x - y + z);
x *= dist;
if (n > 8) {
x = -cos(-x - y + z);
x *= dist;
if (n > 9) {
y = -sin(x - y + z);
y *= dist;
}
}
}
}
}
}
}
}
}
}
if (n > 9) {
y = -sin(x - y + z);
y *= dist;
}
}
}
}
}
}
}
}
}
}
if (dist != 0.0) {
dist *= 2.0;
x /= dist;
y /= dist;
z /= dist;
}
if (dist != 0.0) {
dist *= 2.0;
x /= dist;
y /= dist;
z /= dist;
}
return color(0.5 - x, 0.5 - y, 0.5 - z);
return color(0.5 - x, 0.5 - y, 0.5 - z);
}
shader node_magic_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
int depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
shader node_magic_texture(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
int depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
if (use_mapping)
p = transform(mapping, p);
Color = magic(p * Scale, depth, Distortion);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
Color = magic(p * Scale, depth, Distortion);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}