diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 03:35:46 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 03:51:10 +0300 |
commit | 63f0e150edaeea26fbcc48f62597f4f5c71cc64a (patch) | |
tree | 275c7ec1f9732fd992ce8351cf0da284211edb99 /source/blender/draw/engines/eevee/shaders | |
parent | 480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff) |
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
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)) |