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
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@@ -21,41 +21,40 @@
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float noise(point ip, float distortion, float detail, output color Color)
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{
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point r;
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point p = ip;
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int hard = 0;
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point r;
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point p = ip;
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int hard = 0;
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if (distortion != 0.0) {
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r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
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r[1] = safe_noise(p, "unsigned") * distortion;
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r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
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p += r;
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}
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if (distortion != 0.0) {
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r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
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r[1] = safe_noise(p, "unsigned") * distortion;
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r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
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float fac = noise_turbulence(p, detail, hard);
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Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
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noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
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p += r;
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}
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return fac;
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float fac = noise_turbulence(p, detail, hard);
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Color = color(fac,
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noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
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noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
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return fac;
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}
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shader node_noise_texture(
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int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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float Distortion = 0.0,
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float Scale = 5.0,
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float Detail = 2.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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shader node_noise_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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float Distortion = 0.0,
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float Scale = 5.0,
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float Detail = 2.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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if (use_mapping)
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p = transform(mapping, p);
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Fac = noise(p * Scale, Distortion, Detail, Color);
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Fac = noise(p * Scale, Distortion, Detail, Color);
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}
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