diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 16:08:40 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 17:43:40 +0300 |
commit | 9b89de2571b0c3fa2276b5c2ae589e0ec831d1f5 (patch) | |
tree | 63f1007a5262b4d6f1c1a96734c521d836eb6fc6 /source/blender/draw/engines/workbench/shaders | |
parent | 05f970847e12ce30e8c4c624677d94ae239ce2bc (diff) |
Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
3 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index d0d52c8485b..9038aae533b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -43,7 +43,7 @@ void cavity_compute(vec2 screenco, /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */ offset *= 0.5; - /* Note. Putting noise usage here to put some ALU after texture fetch. */ + /* NOTE: Putting noise usage here to put some ALU after texture fetch. */ vec2 rotX = noise.rg; vec2 rotY = vec2(-rotX.y, rotX.x); 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 8f6940a6062..92d5df1a13a 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 @@ -394,7 +394,7 @@ void main() vec2 pixel_size = 0.5 / vec2(textureSize(halfResColorTex, 0).xy); vec2 uv = gl_FragCoord.xy * pixel_size; - /* TODO MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH */ + /* TODO: MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH. */ float depth = texelFetch(sceneDepthTex, ivec2(gl_FragCoord.xy), 0).r; float zdepth = linear_depth(depth); float coc = calculate_coc(zdepth); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index 9bd49bb84f8..48102b4dcca 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -198,7 +198,7 @@ void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction) scattering *= exp(clamp(log(shadows) * densityScale * 0.1, -2.5, 0.0)) * M_PI; # ifdef VOLUME_SMOKE - /* 800 is arbitrary and here to mimic old viewport. TODO make it a parameter */ + /* 800 is arbitrary and here to mimic old viewport. TODO: make it a parameter. */ scattering += emission.rgb * emission.a * 800.0; # endif #endif @@ -247,7 +247,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max void main() { #ifdef VOLUME_SLICE - /* Manual depth test. TODO remove. */ + /* Manual depth test. TODO: remove. */ float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r; if (gl_FragCoord.z >= depth) { discard; |