if (viewmat) {
mul_m4_m4m4(localtoviewmat, viewmat, obmat);
invert_m4_m4(invlocaltoviewmat, localtoviewmat);
- GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float*)invlocaltoviewmat);
+ GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float *)invlocaltoviewmat);
}
}
if (material->builtins & GPU_OBCOLOR) {
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
}
+ break;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
switch (to) {
case SHD_VECT_TRANSFORM_SPACE_WORLD:
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
}
+ break;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
switch (to) {
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
}
+ break;
}
- return 0;
+ return NULL;
}
static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{