diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-03-19 07:17:46 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-03-19 07:17:46 +0300 |
commit | e7fd6c8f30cd1161496831859da403eaa34fdf89 (patch) | |
tree | 20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | |
parent | 5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff) |
Cleanup: comment blocks
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0185e192f5c..5e4e594ecb5 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -2,7 +2,7 @@ * Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois * https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/ * Converted and adapted from HLSL to GLSL by Clément Foucault - **/ + */ uniform mat4 ProjectionMatrix; uniform vec2 invertedViewportSize; @@ -44,7 +44,7 @@ float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs. /** * ----------------- STEP 0 ------------------ * Custom Coc aware downsampling. Half res pass. - **/ + */ #ifdef PREPARE layout(location = 0) out vec4 halfResColor; @@ -91,7 +91,7 @@ void main() /** * ----------------- STEP 0.5 ------------------ * Custom Coc aware downsampling. Quater res pass. - **/ + */ #ifdef DOWNSAMPLE layout(location = 0) out vec4 outColor; @@ -135,7 +135,7 @@ void main() /** * ----------------- STEP 1 ------------------ * Flatten COC buffer using max filter. - **/ + */ #if defined(FLATTEN_VERTICAL) || defined(FLATTEN_HORIZONTAL) layout(location = 0) out vec2 flattenedCoc; @@ -170,7 +170,7 @@ void main() /** * ----------------- STEP 1.ax------------------ * Dilate COC buffer using min filter. - **/ + */ #if defined(DILATE_VERTICAL) || defined(DILATE_HORIZONTAL) layout(location = 0) out vec2 dilatedCoc; @@ -205,7 +205,7 @@ void main() * ----------------- STEP 2 ------------------ * Blur vertically and diagonally. * Outputs vertical blur and combined blur in MRT - **/ + */ #ifdef BLUR1 layout(location = 0) out vec4 blurColor; @@ -290,7 +290,7 @@ void main() * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - **/ + */ #ifdef BLUR2 out vec4 finalColor; @@ -298,7 +298,7 @@ void main() { /* Half Res pass */ vec2 pixel_size = 1.0 / vec2(textureSize(blurTex, 0).xy); - vec2 uv = gl_FragCoord.xy * pixel_size.xy; + vec2 uv = gl_FragCoord.xy * pixel_size.xy; float coc = decode_coc(texture(inputCocTex, uv).rg); /* Only use this filter if coc is > 9.0 * since this filter is not weighted by CoC @@ -344,7 +344,7 @@ void main() /** * ----------------- STEP 4 ------------------ - **/ + */ #ifdef RESOLVE out vec4 finalColor; @@ -362,4 +362,4 @@ void main() finalColor = texture(halfResColorTex, uv); finalColor.a = smoothstep(1.0, 3.0, abs(coc)); } -#endif
\ No newline at end of file +#endif |