diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-10-10 10:19:55 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-10-10 14:04:51 +0300 |
commit | 2abfcebb0eb7989e3d1e7d03f37ecf5c088210af (patch) | |
tree | e7a1ad5912b4661d4ece743f4f7fd86e6bf4d3c4 /source/blender/draw/engines/overlay | |
parent | c735aca42e9f5961fec7e5d5fc196b5bd6b85f56 (diff) |
Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl | 22 | ||||
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl | 6 |
2 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl index 11694de38ca..1d936e4e072 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl @@ -9,17 +9,17 @@ void main() { float dist = length(gl_PointCoord - vec2(0.5)); - // transparent outside of point - // --- 0 --- - // smooth transition - // --- 1 --- - // pure outline color - // --- 2 --- - // smooth transition - // --- 3 --- - // pure fill color - // ... - // dist = 0 at center of point + /* transparent outside of point + * --- 0 --- + * smooth transition + * --- 1 --- + * pure outline color + * --- 2 --- + * smooth transition + * --- 3 --- + * pure fill color + * ... + * dist = 0 at center of point */ float midStroke = 0.5 * (radii[1] + radii[2]); diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl index eb8f380072f..9e9df82a77d 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl @@ -30,15 +30,15 @@ void main() gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0); gl_PointSize = pointSize; - // calculate concentric radii in pixels + /* calculate concentric radii in pixels */ float radius = 0.5 * pointSize; - // start at the outside and progress toward the center + /* start at the outside and progress toward the center */ radii[0] = radius; radii[1] = radius - 1.0; radii[2] = radius - outlineWidth; radii[3] = radius - outlineWidth - 1.0; - // convert to PointCoord units + /* convert to PointCoord units */ radii /= pointSize; } |