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authorCampbell Barton <ideasman42@gmail.com>2019-05-01 03:35:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 03:51:10 +0300
commit63f0e150edaeea26fbcc48f62597f4f5c71cc64a (patch)
tree275c7ec1f9732fd992ce8351cf0da284211edb99 /source/blender/draw/engines/workbench/shaders
parent480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff)
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl3
2 files changed, 5 insertions, 4 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 54440f7b120..0428b0d408c 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
@@ -362,9 +362,9 @@ void main()
for (int dX = -1; dX <= 1; ++dX) {
for (int dY = -1; dY <= 1; ++dY) {
vec2 offset = vec2(float(dX), float(dY));
- /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
- * pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
- * bottom right pixel of the window at pixel[N-1]. */
+ /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) +
+ * (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of
+ * the window at pixel[0] and the bottom right pixel of the window at pixel[N-1]. */
v[(dX + 1) * 3 + (dY + 1)] = toVec(texture(blurTex, uv + offset * pixel_size * rad));
}
}
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 26ebe7a4553..a1c269d5a65 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -64,7 +64,8 @@ float max_v3(vec3 v)
float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
{
- /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */
+ /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
+ */
vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
vec3 furthestplane = min(firstplane, secondplane);