diff options
author | Dilith Jayakody <dilithjay@gmail.com> | 2021-07-20 17:53:34 +0300 |
---|---|---|
committer | Dilith Jayakody <dilithjay@gmail.com> | 2021-07-20 17:53:34 +0300 |
commit | 227e1429e8a4c9c3f1485924f3713bd502424cc2 (patch) | |
tree | 8829731347b8025a777a31c8ae89d755c4a0d0e4 /source/blender/draw/engines/eevee/shaders | |
parent | 71ef45f142b3efc2fd1032ce0e92ec4abdacc1ed (diff) |
Merge branch 'master' into soc-2021-curves
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
34 files changed, 54 insertions, 53 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 cdc453eed40..d4e3b879426 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -338,7 +338,7 @@ float diffuse_occlusion( * radius2 : Second caps’ radius (in radians) * dist : Distance between caps (radians between centers of caps) * Note: Result is divided by pi to save one multiply. - **/ + */ float spherical_cap_intersection(float radius1, float radius2, float dist) { /* From "Ambient Aperture Lighting" by Chris Oat @@ -407,7 +407,7 @@ OcclusionData occlusion_load(vec3 vP, float custom_occlusion) data = unpack_occlusion_data(texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0)); } #else - /* For blended surfaces. */ + /* For blended surfaces. */ data = occlusion_search(vP, maxzBuffer, aoDistance, 0.0, 8.0); #endif 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 05496ad4ab0..4ee21cf8c2e 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -201,6 +201,6 @@ float cone_cosine(float r) // return cos(2.0 * sqrt(2.0 / (gloss + 2))); /* Uludag 2014 in GPUPro5 */ // return pow(0.244, 1 / (gloss + 1)); - /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/ + /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion. */ return exp2(-3.32193 * r * r); } diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 7ce95a4aff2..e0f52338914 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -1,7 +1,7 @@ /** * Sampling distribution routines for Monte-carlo integration. - **/ + */ #pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) #pragma BLENDER_REQUIRE(bsdf_common_lib.glsl) @@ -116,7 +116,7 @@ vec3 sample_uniform_cone(vec3 rand, float angle) vec3 sample_uniform_cone(vec3 rand, float angle, vec3 N, vec3 T, vec3 B) { vec3 Ht = sample_uniform_cone(rand, angle); - /* TODO pdf? */ + /* TODO: pdf? */ return tangent_to_world(Ht, N, T, B); } diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl index 2f1298e2707..c8c3fa548fc 100644 --- a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl @@ -83,7 +83,7 @@ void main() btdf_accum = 0.0; } - /* There is place to put multiscater result (which is a little bit different still) - * and / or lobe fitting for better sampling of */ + /* There is place to put multi-scatter result (which is a little bit different still) + * and / or lobe fitting for better sampling of. */ FragColor = vec4(btdf_accum, fresnel_accum, 0.0, 1.0); } diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl index 94dd1a439db..e5cbc487e93 100644 --- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl @@ -19,7 +19,7 @@ * CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction); * // Get the cl_out * closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance; - **/ + */ #define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \ ClosureInputCommon in_common = CLOSURE_INPUT_COMMON_DEFAULT; \ @@ -291,7 +291,7 @@ ClosurePlanarData closure_planar_eval_init(inout ClosureEvalCommon cl_common) ClosurePlanarData planar; planar.attenuation = 0.0; - /* Find planar with the maximum weight. TODO(fclem) */ + /* TODO(fclem): Find planar with the maximum weight. */ for (int i = 0; i < prbNumPlanar && i < MAX_PLANAR; i++) { float attenuation = probe_attenuation_planar(planars_data[i], cl_common.P); if (attenuation > planar.attenuation) { diff --git a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl index 38ae3972aa7..f66f45635f4 100644 --- a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl @@ -99,7 +99,7 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) cl.flag = cl1.flag | cl2.flag; cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac); bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); - /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/ + /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz). */ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; @@ -122,7 +122,7 @@ Closure closure_add(Closure cl1, Closure cl2) cl.flag = cl1.flag | cl2.flag; cl.ssr_data = cl1.ssr_data + cl2.ssr_data; bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); - /* When mixing SSR don't blend roughness and normals.*/ + /* When mixing SSR don't blend roughness and normals. */ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; 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 d7996ab4bd1..c935eca6a39 100644 --- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl @@ -37,7 +37,7 @@ layout(std140) uniform common_block int prbIrradianceVisSize; float prbIrradianceSmooth; float prbLodCubeMax; - /* Misc*/ + /* Misc */ int rayType; float rayDepth; float alphaHashOffset; diff --git a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl index 821859b3228..c3325ec4286 100644 --- a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl @@ -27,7 +27,7 @@ const float lut_btdf_layer_count = 16.0; * x : Uniformly distributed value [0..1] (noise 1). * y : Uniformly distributed value [0..1] (noise 2). * z,w : Uniformly distributed point on the unit circle [-1..1] (noise 3). - **/ + */ #define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) /* Return texture coordinates to sample Surface LUT. */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl index 40e4c5a313e..5fd00986adc 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl @@ -5,7 +5,7 @@ * a perfect circle. * We correct samples spacing for polygonal bokeh shapes. However, we do not for anamorphic bokeh * as it is way more complex and expensive to do. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl index 22e6f929f36..0cbf92466aa 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl @@ -2,7 +2,7 @@ /** * Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to * their neighborhood. This pass is repeated multiple time until the maximum CoC can be covered. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl index c477e0f6eb8..c33eda0acd2 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl @@ -4,7 +4,7 @@ * * Pretty much identical to the setup pass but get CoC from buffer. Also does not * weight luma for the bilateral weights. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl index 78c80438f60..aa72cda4fb7 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl @@ -4,7 +4,7 @@ * * This is a simple 3x3 median filter to avoid dilating highlights with a 3x3 max filter even if * cheaper. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl index bd81171c759..48195a1daea 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl @@ -5,7 +5,7 @@ * Output min and max values for each tile and for both foreground & background. * Also outputs min intersectable CoC for the background, which is the minimum CoC * that comes from the background pixels. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl index 8c2633084db..39a7e8fb931 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl @@ -7,7 +7,7 @@ * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring * rotation to ensure maximum coverage. - **/ + */ #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl index dac53719149..e5b68637563 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl @@ -324,7 +324,7 @@ float dof_coc_max_slight_focus(float coc1, float coc2) struct DofGatherData { vec4 color; float weight; - float dist; /* TODO remove */ + float dist; /* TODO: remove. */ /* For scatter occlusion. */ float coc; float coc_sqr; @@ -395,7 +395,7 @@ void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2], /** * If a CoC is larger than bordering radius we accumulate it to the general accumulator. * If not, we accumulate to the ring bucket. This is to have more consistent sample occlusion. - **/ + */ float accum_weight = dof_gather_accum_weight(pair_data[i].coc, bordering_radius, first_ring); dof_gather_accumulate_sample(pair_data[i], weight * accum_weight, accum_data); dof_gather_accumulate_sample(pair_data[i], weight * (1.0 - accum_weight), ring_data); @@ -607,7 +607,7 @@ ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id) * . . . . . * * Samples are expected to be mirrored to complete the pattern. - **/ + */ ivec2 offset; if (sample_id < ring_distance) { offset.x = ring_distance; diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl index 51a139ad343..1b5b305dfc1 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl @@ -2,14 +2,14 @@ /** * Reduce pass: Downsample the color buffer to generate mipmaps. * Also decide if a pixel is to be convolved by scattering or gathering during the first pass. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) /** Inputs: * COPY_PASS: Is output of setup pass (halfres) and downsample pass (quarter res). * REDUCE_PASS: Is previous Gather input miplvl (halfres >> miplvl). - **/ + */ uniform sampler2D colorBuffer; uniform sampler2D cocBuffer; uniform sampler2D downsampledBuffer; @@ -23,7 +23,7 @@ uniform float colorNeighborClamping; /** Outputs: * COPY_PASS: Gather input mip0. * REDUCE_PASS: Is next Gather input miplvl (halfres >> miplvl). - **/ + */ layout(location = 0) out vec4 outColor; layout(location = 1) out float outCoc; diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl index 32841b7749c..57027c71156 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl @@ -34,7 +34,7 @@ out vec4 fragColor; void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_weight) { - /* offset coord to avoid correlation with sampling pattern. */ + /* offset coord to avoid correlation with sampling pattern. */ vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy + 7.0); DofGatherData fg_accum = GATHER_DATA_INIT; @@ -199,7 +199,7 @@ void main(void) fragColor = fragColor * (1.0 - layer_weight) + layer_color; } - /* Fix float precision issue in alpha compositing. */ + /* Fix float precision issue in alpha compositing. */ if (fragColor.a > 0.99) { fragColor.a = 1.0; } diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl index 704bbf6d999..06dcbeaed66 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl @@ -4,7 +4,7 @@ * * We only scatter one triangle per sprite and one sprite per 4 pixels to reduce vertex shader * invocations and overdraw. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl index 276ab119fab..f349806d37e 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl @@ -25,7 +25,8 @@ flat out float spritesize; /* Load 4 Circle of confusion values. texel_co is centered around the 4 taps. */ vec4 fetch_cocs(vec2 texel_co) { - /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations.*/ + /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations. + */ #if 0 // GPU_ARB_texture_gather vec2 uvs = texel_co / vec2(textureSize(cocBuffer, 0)); /* Reminder: Samples order is CW starting from top left. */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl index d1ecc0fc244..235145b221b 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl @@ -4,7 +4,7 @@ * * An addition to the downsample CoC, we output the maximum slight out of focus CoC to be * sure we don't miss a pixel. - **/ + */ #pragma BLENDER_REQUIRE(effect_dof_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl index 6f2619127e3..7689e730bf3 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl @@ -40,9 +40,9 @@ vec4 ssr_get_scene_color_and_mask(vec3 hit_vP, int planar_index, float mip) } else { /* Find hit position in previous frame. */ - /* TODO Combine matrices. */ + /* TODO: Combine matrices. */ vec3 hit_P = transform_point(ViewMatrixInverse, hit_vP); - /* TODO real reprojection with motion vectors, etc... */ + /* TODO: real reprojection with motion vectors, etc... */ uv = project_point(pastViewProjectionMatrix, hit_P).xy * 0.5 + 0.5; } diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl index cd574c6c9fd..2f1efd588f7 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl @@ -89,7 +89,7 @@ void main() if (fade > 0.5) { /* Find view vector / reflection plane intersection. */ - /* TODO optimize, use view space for all. */ + /* TODO: optimize, use view space for all. */ vec3 P_plane = line_plane_intersect(P, V, pd.pl_plane_eq); vP = transform_point(ViewMatrix, P_plane); diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index b79cd17c567..58bbb825043 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -23,7 +23,7 @@ layout(location = 0) out vec4 sssRadiance; void main(void) { - vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */ + vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO: precompute. */ vec2 uvs = gl_FragCoord.xy * pixel_size; vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb; float sss_radius = texture(sssRadius, uvs).r * radii_max_radius.w; 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 165aed2a46f..3c49caf11a9 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -85,7 +85,7 @@ void main() color_history.rgb = clip_to_aabb(color_history.rgb, min_col.rgb, max_col.rgb, avg_col.rgb); /* Luminance weighting. */ - /* TODO correct luminance */ + /* TODO: correct luminance. */ float lum0 = dot(color.rgb, vec3(0.333)); float lum1 = dot(color_history.rgb, vec3(0.333)); float diff = abs(lum0 - lum1) / max(lum0, max(lum1, 0.2)); 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 356ed102928..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) { @@ -49,7 +49,7 @@ float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector) } else if (ld.l_type == SUN) { power = 1.0 / (1.0 + (ld.l_radius * ld.l_radius * 0.5)); - power *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power*/ + power *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power. */ power *= M_2PI * 0.78; /* Matching cycles with point light. */ power *= 0.082; /* XXX ad hoc, empirical */ falloff = dot(N, -ld.l_forward); @@ -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; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl index d06ad553ca4..c9af2753baa 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl @@ -1,7 +1,7 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) -/* XXX TODO fix code duplication */ +/* XXX TODO: fix code duplication. */ struct CubeData { vec4 position_type; vec4 attenuation_fac_type; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index c9b5d0dea36..84626eac4cf 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -192,7 +192,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float vec3 point_on_plane = line_plane_intersect(P, V, pd.pl_plane_eq); /* How far the pixel is from the plane. */ - float ref_depth = 1.0; /* TODO parameter */ + float ref_depth = 1.0; /* TODO: parameter. */ /* Compute distorded reflection vector based on the distance to the reflected object. * In other words find intersection between reflection vector and the sphere center @@ -208,7 +208,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float /* TODO: If we support non-ssr planar reflection, we should blur them with gaussian * and chose the right mip depending on the cone footprint after projection */ - /* NOTE: X is inverted here to compensate inverted drawing. */ + /* NOTE: X is inverted here to compensate inverted drawing. */ vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb; return radiance; @@ -278,7 +278,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 P, vec3 N, vec3 localpos) float ws_dist_point_to_cell = length(ws_point_to_cell); vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell; - /* Smooth backface test */ + /* Smooth back-face test. */ float weight = saturate(dot(ws_light, N)); /* Precomputed visibility */ diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl index 2f1fd0ce5f8..dc98a00a1cd 100644 --- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl @@ -176,7 +176,7 @@ float sample_cube_shadow(int shadow_id, vec3 P) float dist = max(sd(shadow_id).sh_near, max_v3(abs(cubevec)) - sd(shadow_id).sh_bias); dist = buffer_depth(true, dist, sd(shadow_id).sh_far, sd(shadow_id).sh_near); /* Manual Shadow Cube Layer indexing. */ - /* TODO Shadow Cube Array. */ + /* TODO: Shadow Cube Array. */ float face = cubeFaceIndexEEVEE(cubevec); vec2 coord = cubeFaceCoordEEVEE(cubevec, face, shadowCubeTexture); /* tex_id == data_id for cube shadowmap */ diff --git a/source/blender/draw/engines/eevee/shaders/random_lib.glsl b/source/blender/draw/engines/eevee/shaders/random_lib.glsl index 25a3e0f56b4..3a4ae257bbe 100644 --- a/source/blender/draw/engines/eevee/shaders/random_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/random_lib.glsl @@ -1,7 +1,7 @@ /** * Random numbers and low discrepency sequences utilities. - **/ + */ #pragma BLENDER_REQUIRE(common_math_lib.glsl) diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 1b2135646c9..73c4b521b05 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -90,7 +90,7 @@ ScreenSpaceRay raytrace_screenspace_ray_create(Ray ray, float thickness) } struct RayTraceParameters { - /** ViewSpace thickness the objects */ + /** ViewSpace thickness the objects. */ float thickness; /** Jitter along the ray to avoid banding artifact when steps are too large. */ float jitter; @@ -101,7 +101,7 @@ struct RayTraceParameters { }; /* Returns true on hit. */ -/* TODO fclem remove the backface check and do it the SSR resolve code. */ +/* TODO(fclem): remove the back-face check and do it the SSR resolve code. */ bool raytrace(Ray ray, RayTraceParameters params, const bool discard_backface, @@ -151,7 +151,7 @@ bool raytrace(Ray ray, /* ... and above it with the added thickness. */ hit = hit && (delta > ss_p.z - ss_p.w || abs(delta) < abs(ssray.direction.z * stride * 2.0)); } - /* Discard backface hits. */ + /* Discard back-face hits. */ hit = hit && !(discard_backface && prev_delta < 0.0); /* Reject hit if background. */ hit = hit && (depth_sample != 1.0); diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl index 1d52dfeab26..a563291bb90 100644 --- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl @@ -63,7 +63,7 @@ vec4 screen_space_refraction(vec3 vP, vec3 N, vec3 V, float ior, float roughness float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos; /* Empirical fit for refraction. */ - /* TODO find a better fit or precompute inside the LUT. */ + /* TODO: find a better fit or precompute inside the LUT. */ cone_tan *= 0.5 * fast_sqrt(f0_from_ior((ior < 1.0) ? 1.0 / ior : ior)); float cone_footprint = hit_dist * cone_tan; diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl index 0acb35b2399..0efa7b80b0b 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl @@ -1,4 +1,4 @@ -/** This describe the entire interface of the shader. */ +/** This describe the entire interface of the shader. */ #define SURFACE_INTERFACE \ vec3 worldPosition; \ diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl index b2d8a383809..5226da57a06 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl @@ -2,7 +2,7 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #ifdef MESH_SHADER -/* TODO tight slices */ +/* TODO: tight slices. */ layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; #else /* World */ @@ -17,7 +17,7 @@ flat out int slice; RESOURCE_ID_VARYING #ifdef MESH_SHADER -/* TODO tight slices */ +/* TODO: tight slices. */ void main() { gl_Layer = slice = int(vPos[0].z); diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl index 788e621c3c1..c48c3bffaef 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl @@ -70,7 +70,7 @@ vec3 light_volume(LightData ld, vec4 l_vector) * Using "Point Light Attenuation Without Singularity" from Cem Yuksel * http://www.cemyuksel.com/research/pointlightattenuation/pointlightattenuation.pdf * http://www.cemyuksel.com/research/pointlightattenuation/ - **/ + */ float d = l_vector.w; float d_sqr = sqr(d); float r_sqr = ld.l_volume_radius; |