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authorCampbell Barton <ideasman42@gmail.com>2021-06-26 14:35:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-06-26 14:50:48 +0300
commitf1e49038543cf75766f4a220f62cdc6cdbc0e27d (patch)
tree0cec2c64739a6a4ca246fe26bed6fe629ea315cb /source/blender/draw/engines/eevee/shaders
parentfae5a907d4d1380f087f1226ebbd65d9d0718cc6 (diff)
Cleanup: full sentences in comments, improve comment formatting
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl2
5 files changed, 7 insertions, 6 deletions
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/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/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_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index 356ed102928..97b31a972e3 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -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);