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authorClément Foucault <foucault.clem@gmail.com>2021-02-21 03:07:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-02-21 03:33:56 +0300
commitba43b4c04dd53d9935ce05c7c09ffe4bc8202d29 (patch)
tree4584bd03550f204f5a461fa5d9a32479715da587 /source/blender/draw/engines/eevee/shaders
parent2ce4a403d99ccd5c3d608ae9eae2f8b32ec835f6 (diff)
Cleanup: EEVEE: Rename variable named sample because ...
.. it's a reserved keyword on GL > 4.0.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl4
4 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 489e87e9a7d..33d7347a377 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -177,11 +177,11 @@ vec4 step_blit(void)
vec4 step_downsample(void)
{
#ifdef HIGH_QUALITY /* Anti flicker */
- vec3 sample = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+ vec3 samp = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#else
- vec3 sample = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+ vec3 samp = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
- return vec4(sample, 1.0);
+ return vec4(samp, 1.0);
}
vec4 step_upsample(void)
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index 4c4cbb069fe..0d0ae6ea4a5 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -108,8 +108,8 @@ void main()
weight = texel_solid_angle(facecoord, halfpix);
- vec4 sample = textureLod(probeHdr, cubevec, lodMax);
- sh += sample.rgb * coef * weight;
+ vec4 samp = textureLod(probeHdr, cubevec, lodMax);
+ sh += samp.rgb * coef * weight;
weight_accum += weight;
}
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
index a974e1d538d..b802b39c56e 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
@@ -80,9 +80,9 @@ void main()
vec2 accum = vec2(0.0);
for (float i = 0; i < sampleCount; i++) {
- vec3 sample = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B);
- float depth = texture(probeDepth, sample).r;
- depth = get_world_distance(depth, sample);
+ vec3 samp = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B);
+ float depth = texture(probeDepth, samp).r;
+ depth = get_world_distance(depth, samp);
accum += vec2(depth, depth * depth);
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index c1c0138e002..de384146b80 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -209,9 +209,9 @@ 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. */
- vec3 sample = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
+ vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
- return sample;
+ return radiance;
}
void fallback_cubemap(vec3 N,