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author | Lukas Tönne <lukas.toenne@gmail.com> | 2021-07-18 14:14:23 +0300 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2021-07-18 14:14:23 +0300 |
commit | ca50a1f762703d477ee84cf494dec601fd540299 (patch) | |
tree | fbd86a77e77015d7cc6becc1255a63e436a45b2a /source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl | |
parent | d35969a74ff7a71fc0ca233ae65a2f1c47eb9a25 (diff) | |
parent | e82c5c660778b3805f50f3f2901923692c17db2a (diff) |
Merge branch 'master' into geometry-nodes-unnamed-attributesgeometry-nodes-unnamed-attributes
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 97b31a972e3..ee48c468630 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -35,8 +35,8 @@ vec3 sss_profile(float s) float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector) { float power, falloff; - /* XXX : Removing Area Power. */ - /* TODO : put this out of the shader. */ + /* XXX: Removing Area Power. */ + /* TODO: put this out of the shader. */ if (ld.l_type >= AREA_RECT) { power = (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0); if (ld.l_type == AREA_ELLIPSE) { @@ -134,7 +134,7 @@ vec3 light_translucent(LightData ld, vec3 P, vec3 N, vec4 l_vector, vec2 rand, f /* Size of a texel in world space. * FIXME This is only correct if l_right is the same right vector used for shadowmap creation. * This won't work if the shadow matrix is rotated (soft shadows). - * TODO precompute */ + * TODO: precompute. */ float unit_world_in_uv_space = length(mat3(scascade(data_id).shadowmat[int(id)]) * ld.l_right); float dx_scale = 2.0 * ofs.x / unit_world_in_uv_space; |