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>2019-05-01 03:35:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 03:51:10 +0300
commit63f0e150edaeea26fbcc48f62597f4f5c71cc64a (patch)
tree275c7ec1f9732fd992ce8351cf0da284211edb99 /source/blender/draw/engines/eevee/shaders
parent480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff)
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl3
8 files changed, 16 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index f23303c5b93..32076b47d8c 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -1,7 +1,8 @@
/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */
+ * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx
+ */
#if defined(MESH_SHADER)
# if !defined(USE_ALPHA_HASH)
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 2edc827b7fa..3a5f20b952e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -319,7 +319,8 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
{
- /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */
+ /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
+ */
vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
vec3 furthestplane = max(firstplane, secondplane);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index 3ec695fcdbc..518eff29c62 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -14,7 +14,8 @@ vec4 safe_color(vec4 c)
/**
* Adapted from https://casual-effects.com/g3d/G3D10/data-files/shader/Film/Film_temporalAA.pix
- * which is adapted from https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc
+ * which is adapted from
+ * https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc
* which is adapted from https://github.com/playdeadgames/temporal
* Optimization by Stubbesaurus and epsilon adjustment to avoid division by zero.
*
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 0c7be71d914..a70ac686efd 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -161,7 +161,8 @@ vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness)
/* From Frostbite PBR Course
* Distance based roughness
- * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
+ */
float original_roughness = roughness;
float linear_roughness = sqrt(roughness);
float distance_roughness = saturate(dist * linear_roughness / length(intersection));
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 c8b57c5dec2..37b0ebb33cf 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -282,7 +282,8 @@ void CLOSURE_NAME(vec3 N
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* ---------------------------------------------------------------- */
- /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and
+ * BRDF. */
#ifdef CLOSURE_GLOSSY
vec4 spec_accum = vec4(0.0);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index 88dd9f46b55..2cf8501de9b 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -164,8 +164,8 @@ void ltc_transform_quad(vec3 N, vec3 V, mat3 Minv, inout vec3 corners[4])
corners[3] = normalize(Minv * corners[3]);
}
-/* If corners have already pass through ltc_transform_quad(), then N **MUST** be vec3(0.0, 0.0, 1.0),
- * corresponding to the Up axis of the shading basis. */
+/* If corners have already pass through ltc_transform_quad(),
+ * then N **MUST** be vec3(0.0, 0.0, 1.0), corresponding to the Up axis of the shading basis. */
float ltc_evaluate_quad(vec3 corners[4], vec3 N)
{
/* Approximation using a sphere of the same solid angle than the quad.
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 49c4569f585..82581f2327b 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -84,8 +84,8 @@ void prepare_raycast(vec3 ray_origin,
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
/* XXX This is a hack a better method is welcome ! */
- /* We take the delta between the offseted depth and the depth and substract it from the ray depth.
- * This will change the world space thickness appearance a bit but we can have negative
+ /* We take the delta between the offseted depth and the depth and substract it from the ray
+ * depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */
ss_start.w = 2.0 * ss_start.z - ss_start.w;
ss_end.w = 2.0 * ss_end.z - ss_end.w;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index 5c0f5adda27..f24032c4360 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -36,7 +36,8 @@ vec3 octahedral_to_cubemap_proj(vec2 co)
}
/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
-/* http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf Slide 55*/
+/* http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf
+ * Slide 55. */
#define ln_space_prefilter_step(ref, sample) exp(sample - ref)
#define ln_space_prefilter_finalize(ref, sum) (ref + log(shadowInvSampleCount * sum))