ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / kernel / svm / svm_normal.h
index fe46d79..4cd3eab 100644 (file)
 
 CCL_NAMESPACE_BEGIN
 
-ccl_device void svm_node_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_normal_offset, uint out_normal_offset, uint out_dot_offset, int *offset)
+ccl_device void svm_node_normal(KernelGlobals *kg,
+                                ShaderData *sd,
+                                float *stack,
+                                uint in_normal_offset,
+                                uint out_normal_offset,
+                                uint out_dot_offset,
+                                int *offset)
 {
-       /* read extra data */
-       uint4 node1 = read_node(kg, offset);
-       float3 normal = stack_load_float3(stack, in_normal_offset);
+  /* read extra data */
+  uint4 node1 = read_node(kg, offset);
+  float3 normal = stack_load_float3(stack, in_normal_offset);
 
-       float3 direction;
-       direction.x = __int_as_float(node1.x);
-       direction.y = __int_as_float(node1.y);
-       direction.z = __int_as_float(node1.z);
-       direction = normalize(direction);
+  float3 direction;
+  direction.x = __int_as_float(node1.x);
+  direction.y = __int_as_float(node1.y);
+  direction.z = __int_as_float(node1.z);
+  direction = normalize(direction);
 
-       if(stack_valid(out_normal_offset))
-               stack_store_float3(stack, out_normal_offset, direction);
+  if (stack_valid(out_normal_offset))
+    stack_store_float3(stack, out_normal_offset, direction);
 
-       if(stack_valid(out_dot_offset))
-               stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal)));
+  if (stack_valid(out_dot_offset))
+    stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal)));
 }
 
 CCL_NAMESPACE_END