Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2019-02-27 04:02:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-27 04:26:49 +0300
commit1079742db92576d79ec89a28d95336aff847a82a (patch)
tree2e440e498c20d3205c2a64eedf4f84bf57abcb84 /source/blender/draw/engines/eevee/shaders
parent918941483f7ec5fc6320d345c755e953b963c710 (diff)
Cleanup: rename lamp -> light
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl10
4 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 64473d93054..b7e03b2937e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -29,7 +29,7 @@ struct LightData {
vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
- vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
};
/* convenience aliases */
diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
index 9c5a212aead..b8dff694aca 100644
--- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
@@ -27,7 +27,7 @@ layout(std140) uniform common_block {
bool sssToggle;
/* Specular */
bool specToggle;
- /* Lamps */
+ /* Lights */
int laNumLight;
/* Probes */
int prbNumPlanar;
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index 5a73950746d..e12d76596d3 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -19,7 +19,7 @@ layout(std140) uniform light_block {
#define SUN 1.0
#define SPOT 2.0
#define AREA_RECT 4.0
-/* Used to define the area lamp shape, doesn't directly correspond to a Blender lamp type. */
+/* Used to define the area light shape, doesn't directly correspond to a Blender light type. */
#define AREA_ELLIPSE 100.0
#if defined(SHADOW_VSM)
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 6fb8ebc719e..3d5b8f6f975 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -194,7 +194,7 @@ void CLOSURE_NAME(
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* ---------------------------------------------------------------- */
- /* -------------------- SCENE LAMPS LIGHTING ---------------------- */
+ /* -------------------- SCENE LIGHTS LIGHTING --------------------- */
/* ---------------------------------------------------------------- */
#ifdef CLOSURE_GLOSSY
@@ -241,13 +241,13 @@ void CLOSURE_NAME(
}
#ifdef CLOSURE_GLOSSY
- vec3 brdf_lut_lamps = texture(utilTex, vec3(lut_uv, 1.0)).rgb;
- out_spec *= F_area(f0, brdf_lut_lamps.xy) * brdf_lut_lamps.z;
+ vec3 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).rgb;
+ out_spec *= F_area(f0, brdf_lut_lights.xy) * brdf_lut_lights.z;
#endif
#ifdef CLOSURE_CLEARCOAT
- vec3 brdf_lut_lamps_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
- out_spec_clear *= F_area(vec3(0.04), brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
+ vec3 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
+ out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy) * brdf_lut_lights_clear.z;
out_spec += out_spec_clear * C_intensity;
#endif