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authorCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
commite7fd6c8f30cd1161496831859da403eaa34fdf89 (patch)
tree20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/draw/engines/eevee/shaders
parent5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff)
Cleanup: comment blocks
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl2
9 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
index f06a17a8e44..6ac379c3845 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -24,7 +24,7 @@
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
- **/
+ */
uniform sampler2D sourceBuffer; /* Buffer to filter */
uniform vec2 sourceBufferTexelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
index 92fd36f684a..f3485f9120b 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -81,7 +81,7 @@ void main()
* | Origin \
* -1 0 --------------- 2
* -1 0 1 ex
- **/
+ */
gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
gl_Position.y = float(v_id % 2) * extend - 1.0;
gl_Position.z = 0.0;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
index 79f86cfae58..5f5d60cb3c5 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
- **/
+ */
uniform samplerCube source;
uniform float texelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
index 8f06e161a20..a9e850ca04d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
- **/
+ */
uniform sampler2D source;
uniform float fireflyFactor;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
index d12b5232968..6a223ddc1fe 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -1,7 +1,7 @@
/**
* This shader only compute maximum horizon angles for each directions.
* The final integration is done at the resolve stage with the shading normal.
- **/
+ */
uniform float rotationOffset;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index edfd0f307e9..e7b51b8fb55 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -2,7 +2,7 @@
* Shader that downsample depth buffer,
* saving min and max value of each texel in the above mipmaps.
* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
- **/
+ */
#ifdef LAYERED
uniform sampler2DArray depthBuffer;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
index d629195b815..3b8a044154b 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
- **/
+ */
uniform sampler2DArray source;
uniform float fireflyFactor;
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index a1392de9559..42bd486a4a5 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -4,7 +4,7 @@
* Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.
* ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016.
* Project page: https://eheitzresearch.wordpress.com/415-2/
- **/
+ */
#define USE_LTC
@@ -33,7 +33,7 @@ float diffuse_sphere_integral(float avg_dir_z, float form_factor)
* An extended version of the implementation from
* "How to solve a cubic equation, revisited"
* http://momentsingraphics.de/?p=105
- **/
+ */
vec3 solve_cubic(vec4 coefs)
{
/* Normalize the polynomial */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
index d77f95b98c1..17174e6d4ff 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
@@ -19,7 +19,7 @@ void main()
* | \
* -1 0 --------------- 2
* -1 0 1 ex
- **/
+ */
vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */
vPos.y = float(v_id % 2) * 4.0 - 1.0;
vPos.z = float(t_id);