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authorCampbell Barton <ideasman42@gmail.com>2021-06-24 08:56:58 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-06-24 08:59:34 +0300
commit4b9ff3cd42be427e478743648e9951bf8c189a04 (patch)
treeb0cb1462a8fdae38df4a0a1067349f3118d56a43 /source/blender/draw/engines
parent2e99a74df9ecfa18c4081cdcc82227e2e24f14b1 (diff)
Cleanup: comment blocks, trailing space in comments
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c20
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/random_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_cache_utils.c2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/image/shaders/engine_image_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_uv.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_motion_path.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_outline.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_vert.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c6
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c4
45 files changed, 72 insertions, 72 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 7986d7a2810..77e7291b78d 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -234,7 +234,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
}
const float scale_camera = (is_ortho) ? 1.0 : 0.001f;
- /* we want radius here for the aperture number */
+ /* We want radius here for the aperture number. */
float aperture = 0.5f * scale_camera * focal_len / fstop;
float focal_len_scaled = scale_camera * focal_len;
float sensor_scaled = scale_camera * sensor;
@@ -352,7 +352,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
/**
* Create bokeh texture.
- **/
+ */
static void dof_bokeh_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_EffectsInfo *fx)
@@ -392,7 +392,7 @@ static void dof_bokeh_pass_init(EEVEE_FramebufferList *fbl,
/**
* Outputs halfResColorBuffer and halfResCocBuffer.
- **/
+ */
static void dof_setup_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_EffectsInfo *fx)
@@ -426,7 +426,7 @@ static void dof_setup_pass_init(EEVEE_FramebufferList *fbl,
/**
* Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution).
- **/
+ */
static void dof_flatten_tiles_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_EffectsInfo *fx)
@@ -459,7 +459,7 @@ static void dof_flatten_tiles_pass_init(EEVEE_FramebufferList *fbl,
* Dilates the min & max COCS to cover maximum COC values.
* Output format/dimensions should be the same as coc_flatten_pass as they are swapped for
* doing multiple dilation passes.
- **/
+ */
static void dof_dilate_tiles_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_EffectsInfo *fx)
@@ -540,7 +540,7 @@ static void dof_dilate_tiles_pass_draw(EEVEE_FramebufferList *fbl,
/**
* Create mipmapped color & COC textures for gather passes.
- **/
+ */
static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_TextureList *txl,
@@ -666,7 +666,7 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
/**
* Do the gather convolution. For each pixels we gather multiple pixels in its neighborhood
* depending on the min & max CoC tiles.
- **/
+ */
static void dof_gather_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_TextureList *txl,
@@ -792,7 +792,7 @@ static void dof_gather_pass_init(EEVEE_FramebufferList *fbl,
* Filter an input buffer using a median filter to reduce noise.
* NOTE: We use the holefill texture as our input to reduce memory usage.
* Thus, the holefill pass cannot be filtered.
- **/
+ */
static void dof_filter_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_EffectsInfo *fx)
@@ -825,7 +825,7 @@ static void dof_filter_pass_init(EEVEE_FramebufferList *fbl,
/**
* Do the Scatter convolution. A sprite is emitted for every 4 pixels but is only expanded if the
* pixels are bright enough to be scattered.
- **/
+ */
static void dof_scatter_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
EEVEE_TextureList *txl,
@@ -896,7 +896,7 @@ static void dof_scatter_pass_init(EEVEE_FramebufferList *fbl,
/**
* Recombine the result of the foreground and background processing. Also perform a slight out of
* focus blur to improve geometric continuity.
- **/
+ */
static void dof_recombine_pass_init(EEVEE_FramebufferList *UNUSED(fbl),
EEVEE_PassList *psl,
EEVEE_EffectsInfo *fx)
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 37ecdb20651..485ed9273a8 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -866,7 +866,7 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake)
}
/* XXX Free the resources contained in the viewlayer data
- * to be able to free the context before deleting the depsgraph. */
+ * to be able to free the context before deleting the depsgraph. */
if (lbake->sldata) {
EEVEE_view_layer_data_free(lbake->sldata);
}
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index d2e0c8308c5..7dd3449ad6e 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -172,7 +172,7 @@ static void eevee_init_util_texture(void)
}
texels_layer += 64 * 64;
- /* Copy blue noise in 3rd layer */
+ /* Copy blue noise in 3rd layer. */
for (int i = 0; i < 64 * 64; i++) {
texels_layer[i][0] = blue_noise[i][0];
texels_layer[i][1] = blue_noise[i][2];
@@ -181,7 +181,7 @@ static void eevee_init_util_texture(void)
}
texels_layer += 64 * 64;
- /* Copy ltc_disk_integral in 4th layer */
+ /* Copy ltc_disk_integral in 4th layer. */
for (int i = 0; i < 64 * 64; i++) {
texels_layer[i][0] = ltc_disk_integral[i];
texels_layer[i][1] = 0.0; /* UNUSED */
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 0a79d9466e9..2e200c8e053 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -245,7 +245,7 @@ void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
if (mb_data) {
int mb_step = effects->motion_blur_step;
- /* Store transform */
+ /* Store transform. */
DRW_hair_duplimat_get(ob, psys, md, mb_data->obmat[mb_step]);
EEVEE_HairMotionData *mb_hair = EEVEE_motion_blur_hair_data_get(&effects->motion_blur, ob);
@@ -323,7 +323,7 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
if (mb_data) {
int mb_step = effects->motion_blur_step;
- /* Store transform */
+ /* Store transform. */
copy_m4_m4(mb_data->obmat[mb_step], ob->obmat);
EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get(&effects->motion_blur,
@@ -349,7 +349,7 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
}
/* Avoid drawing object that has no motions since object_moves is always true. */
- if (!mb_geom->use_deform && /* Object deformation can happen without transform. */
+ if (!mb_geom->use_deform && /* Object deformation can happen without transform. */
equals_m4m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]) &&
equals_m4m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR])) {
return;
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index bc04fe024fc..ab297620afe 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -565,7 +565,7 @@ typedef struct EEVEE_LightsInfo {
/* Update bitmap. */
BLI_bitmap sh_cube_update[BLI_BITMAP_SIZE(MAX_SHADOW_CUBE)];
/* Lights tracking */
- struct BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */
+ struct BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds. */
/* List of bbox and update bitmap. Double buffered. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer, *shcaster_backbuffer;
/* AABB of all shadow casters combined. */
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c
index 90b7eeb9293..a4e4352ac16 100644
--- a/source/blender/draw/engines/eevee/eevee_shaders.c
+++ b/source/blender/draw/engines/eevee/eevee_shaders.c
@@ -1274,7 +1274,7 @@ Material *EEVEE_material_default_error_get(void)
return e_data.error_mat;
}
-/* Configure a default nodetree with the given material. */
+/* Configure a default nodetree with the given material. */
struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
@@ -1302,7 +1302,7 @@ struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
return e_data.surface.ntree;
}
-/* Configure a default nodetree with the given world. */
+/* Configure a default nodetree with the given world. */
struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index 6a98c3316f3..5060c209b8b 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -247,7 +247,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
sldata->shadow_fb = GPU_framebuffer_create("shadow_fb");
}
- /* Gather all light own update bits. to avoid costly intersection check. */
+ /* Gather all light own update bits. to avoid costly intersection check. */
for (int j = 0; j < linfo->cube_len; j++) {
const EEVEE_Light *evli = linfo->light_data + linfo->shadow_cube_light_indices[j];
/* Setup shadow cube in UBO and tag for update if necessary. */
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index cdc453eed40..d4e3b879426 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -338,7 +338,7 @@ float diffuse_occlusion(
* radius2 : Second caps’ radius (in radians)
* dist : Distance between caps (radians between centers of caps)
* Note: Result is divided by pi to save one multiply.
- **/
+ */
float spherical_cap_intersection(float radius1, float radius2, float dist)
{
/* From "Ambient Aperture Lighting" by Chris Oat
@@ -407,7 +407,7 @@ OcclusionData occlusion_load(vec3 vP, float custom_occlusion)
data = unpack_occlusion_data(texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0));
}
#else
- /* For blended surfaces. */
+ /* For blended surfaces. */
data = occlusion_search(vP, maxzBuffer, aoDistance, 0.0, 8.0);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
index 7ce95a4aff2..4fcfac36376 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -1,7 +1,7 @@
/**
* Sampling distribution routines for Monte-carlo integration.
- **/
+ */
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
index 2f1298e2707..c8c3fa548fc 100644
--- a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
@@ -83,7 +83,7 @@ void main()
btdf_accum = 0.0;
}
- /* There is place to put multiscater result (which is a little bit different still)
- * and / or lobe fitting for better sampling of */
+ /* There is place to put multi-scatter result (which is a little bit different still)
+ * and / or lobe fitting for better sampling of. */
FragColor = vec4(btdf_accum, fresnel_accum, 0.0, 1.0);
}
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
index 94dd1a439db..e5cbc487e93 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
@@ -19,7 +19,7 @@
* CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction);
* // Get the cl_out
* closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance;
- **/
+ */
#define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \
ClosureInputCommon in_common = CLOSURE_INPUT_COMMON_DEFAULT; \
@@ -291,7 +291,7 @@ ClosurePlanarData closure_planar_eval_init(inout ClosureEvalCommon cl_common)
ClosurePlanarData planar;
planar.attenuation = 0.0;
- /* Find planar with the maximum weight. TODO(fclem) */
+ /* TODO(fclem): Find planar with the maximum weight. */
for (int i = 0; i < prbNumPlanar && i < MAX_PLANAR; i++) {
float attenuation = probe_attenuation_planar(planars_data[i], cl_common.P);
if (attenuation > planar.attenuation) {
diff --git a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
index 821859b3228..c3325ec4286 100644
--- a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
@@ -27,7 +27,7 @@ const float lut_btdf_layer_count = 16.0;
* x : Uniformly distributed value [0..1] (noise 1).
* y : Uniformly distributed value [0..1] (noise 2).
* z,w : Uniformly distributed point on the unit circle [-1..1] (noise 3).
- **/
+ */
#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
/* Return texture coordinates to sample Surface LUT. */
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
index 40e4c5a313e..5fd00986adc 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
@@ -5,7 +5,7 @@
* a perfect circle.
* We correct samples spacing for polygonal bokeh shapes. However, we do not for anamorphic bokeh
* as it is way more complex and expensive to do.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
index 22e6f929f36..0cbf92466aa 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
@@ -2,7 +2,7 @@
/**
* Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to
* their neighborhood. This pass is repeated multiple time until the maximum CoC can be covered.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl
index c477e0f6eb8..c33eda0acd2 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl
@@ -4,7 +4,7 @@
*
* Pretty much identical to the setup pass but get CoC from buffer. Also does not
* weight luma for the bilateral weights.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl
index 78c80438f60..aa72cda4fb7 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl
@@ -4,7 +4,7 @@
*
* This is a simple 3x3 median filter to avoid dilating highlights with a 3x3 max filter even if
* cheaper.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
index bd81171c759..48195a1daea 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
@@ -5,7 +5,7 @@
* Output min and max values for each tile and for both foreground & background.
* Also outputs min intersectable CoC for the background, which is the minimum CoC
* that comes from the background pixels.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
index 8c2633084db..39a7e8fb931 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
@@ -7,7 +7,7 @@
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
- **/
+ */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
index dac53719149..da34b221104 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -395,7 +395,7 @@ void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2],
/**
* If a CoC is larger than bordering radius we accumulate it to the general accumulator.
* If not, we accumulate to the ring bucket. This is to have more consistent sample occlusion.
- **/
+ */
float accum_weight = dof_gather_accum_weight(pair_data[i].coc, bordering_radius, first_ring);
dof_gather_accumulate_sample(pair_data[i], weight * accum_weight, accum_data);
dof_gather_accumulate_sample(pair_data[i], weight * (1.0 - accum_weight), ring_data);
@@ -607,7 +607,7 @@ ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id)
* . . . . .
*
* Samples are expected to be mirrored to complete the pattern.
- **/
+ */
ivec2 offset;
if (sample_id < ring_distance) {
offset.x = ring_distance;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
index 51a139ad343..1b5b305dfc1 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
@@ -2,14 +2,14 @@
/**
* Reduce pass: Downsample the color buffer to generate mipmaps.
* Also decide if a pixel is to be convolved by scattering or gathering during the first pass.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
/** Inputs:
* COPY_PASS: Is output of setup pass (halfres) and downsample pass (quarter res).
* REDUCE_PASS: Is previous Gather input miplvl (halfres >> miplvl).
- **/
+ */
uniform sampler2D colorBuffer;
uniform sampler2D cocBuffer;
uniform sampler2D downsampledBuffer;
@@ -23,7 +23,7 @@ uniform float colorNeighborClamping;
/** Outputs:
* COPY_PASS: Gather input mip0.
* REDUCE_PASS: Is next Gather input miplvl (halfres >> miplvl).
- **/
+ */
layout(location = 0) out vec4 outColor;
layout(location = 1) out float outCoc;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index 32841b7749c..57027c71156 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -34,7 +34,7 @@ out vec4 fragColor;
void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_weight)
{
- /* offset coord to avoid correlation with sampling pattern. */
+ /* offset coord to avoid correlation with sampling pattern. */
vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy + 7.0);
DofGatherData fg_accum = GATHER_DATA_INIT;
@@ -199,7 +199,7 @@ void main(void)
fragColor = fragColor * (1.0 - layer_weight) + layer_color;
}
- /* Fix float precision issue in alpha compositing. */
+ /* Fix float precision issue in alpha compositing. */
if (fragColor.a > 0.99) {
fragColor.a = 1.0;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
index 704bbf6d999..06dcbeaed66 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
@@ -4,7 +4,7 @@
*
* We only scatter one triangle per sprite and one sprite per 4 pixels to reduce vertex shader
* invocations and overdraw.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
index d1ecc0fc244..235145b221b 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
@@ -4,7 +4,7 @@
*
* An addition to the downsample CoC, we output the maximum slight out of focus CoC to be
* sure we don't miss a pixel.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index c9b5d0dea36..a648e7a8b26 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -208,7 +208,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float
/* TODO: If we support non-ssr planar reflection, we should blur them with gaussian
* and chose the right mip depending on the cone footprint after projection */
- /* NOTE: X is inverted here to compensate inverted drawing. */
+ /* NOTE: X is inverted here to compensate inverted drawing. */
vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
return radiance;
diff --git a/source/blender/draw/engines/eevee/shaders/random_lib.glsl b/source/blender/draw/engines/eevee/shaders/random_lib.glsl
index 25a3e0f56b4..3a4ae257bbe 100644
--- a/source/blender/draw/engines/eevee/shaders/random_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/random_lib.glsl
@@ -1,7 +1,7 @@
/**
* Random numbers and low discrepency sequences utilities.
- **/
+ */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 1b2135646c9..f1476e4f2c4 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -90,7 +90,7 @@ ScreenSpaceRay raytrace_screenspace_ray_create(Ray ray, float thickness)
}
struct RayTraceParameters {
- /** ViewSpace thickness the objects */
+ /** ViewSpace thickness the objects. */
float thickness;
/** Jitter along the ray to avoid banding artifact when steps are too large. */
float jitter;
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
index 0acb35b2399..0efa7b80b0b 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -1,4 +1,4 @@
-/** This describe the entire interface of the shader. */
+/** This describe the entire interface of the shader. */
#define SURFACE_INTERFACE \
vec3 worldPosition; \
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index 788e621c3c1..c48c3bffaef 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -70,7 +70,7 @@ vec3 light_volume(LightData ld, vec4 l_vector)
* Using "Point Light Attenuation Without Singularity" from Cem Yuksel
* http://www.cemyuksel.com/research/pointlightattenuation/pointlightattenuation.pdf
* http://www.cemyuksel.com/research/pointlightattenuation/
- **/
+ */
float d = l_vector.w;
float d_sqr = sqr(d);
float r_sqr = ld.l_volume_radius;
diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
index af8b029a08e..8a2aebc95ab 100644
--- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
@@ -102,7 +102,7 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
transpose_m4(mat);
/* mat is now a "normal" matrix which will transform
- * BBox space normal to world space. */
+ * BBox space normal to world space. */
mul_mat3_m4_v3(mat, tgp_ob->plane_normal);
normalize_v3(tgp_ob->plane_normal);
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 32884eb9e3f..1921055c3d7 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -320,7 +320,7 @@ void GPENCIL_cache_init(void *ved)
float focal_len = cam->lens;
const float scale_camera = 0.001f;
- /* we want radius here for the aperture number */
+ /* We want radius here for the aperture number. */
float aperture = 0.5f * scale_camera * focal_len / fstop;
float focal_len_scaled = scale_camera * focal_len;
float sensor_scaled = scale_camera * sensor;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl
index b512b54e392..7758fdceb46 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl
@@ -17,7 +17,7 @@ out vec2 fragColor;
#elif SMAA_STAGE == 1
out vec4 fragColor;
#elif SMAA_STAGE == 2
-/* Reminder: Blending func is fragRevealage * DST + fragColor .*/
+/* Reminder: Blending func is `fragRevealage * DST + fragColor`. */
layout(location = 0, index = 0) out vec4 outColor;
layout(location = 0, index = 1) out vec4 outReveal;
#endif
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index ac48b94fea9..0f670532349 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -238,7 +238,7 @@ in vec4 pos; /* Prev adj vert */
in vec4 pos1; /* Current edge */
in vec4 pos2; /* Current edge */
in vec4 pos3; /* Next adj vert */
-/* xy is UV for fills, z is U of stroke, w is strength. */
+/* xy is UV for fills, z is U of stroke, w is strength. */
in vec4 uv1;
in vec4 uv2;
in vec4 col1;
diff --git a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl b/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
index 2bccf0d99b5..55a2f2a72f1 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
+++ b/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
@@ -28,7 +28,7 @@ in vec2 uvs;
out vec4 fragColor;
#ifdef TILED_IMAGE
-/* TODO(fclem): deduplicate code. */
+/* TODO(fclem): deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
vec2 tile_pos = floor(co.xy);
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index e6c3248b6c4..0e350ea5a68 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -1889,7 +1889,7 @@ static void draw_bone_name(ArmatureDrawContext *ctx,
bool highlight = (pchan && (arm->flag & ARM_POSEMODE) && (boneflag & BONE_SELECTED)) ||
(eBone && (eBone->flag & BONE_SELECTED));
- /* Color Management: Exception here as texts are drawn in sRGB space directly. */
+ /* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(highlight ? TH_TEXT_HI : TH_TEXT, color);
float *head = pchan ? pchan->pose_head : eBone->head;
diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c
index 9c58a2b574f..01ab47ac1de 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_uv.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c
@@ -325,7 +325,7 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
if (pd->edit_uv.do_tiled_image_overlay) {
struct DRWTextStore *dt = DRW_text_cache_ensure();
uchar color[4];
- /* Color Management: Exception here as texts are drawn in sRGB space directly. */
+ /* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColorShade4ubv(TH_BACK, 60, color);
char text[16];
LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index 2e1c0165513..b70c71de188 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -887,7 +887,7 @@ static void camera_view3d_reconstruction(OVERLAY_ExtraCallBuffers *cb,
float *bundle_color_solid = G_draw.block.colorBundleSolid;
float *bundle_color_unselected = G_draw.block.colorWire;
uchar text_color_selected[4], text_color_unselected[4];
- /* Color Management: Exception here as texts are drawn in sRGB space directly. */
+ /* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(TH_SELECT, text_color_selected);
UI_GetThemeColor4ubv(TH_TEXT, text_color_unselected);
@@ -1544,7 +1544,7 @@ static void OVERLAY_object_name(Object *ob, int theme_id)
{
struct DRWTextStore *dt = DRW_text_cache_ensure();
uchar color[4];
- /* Color Management: Exception here as texts are drawn in sRGB space directly. */
+ /* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor4ubv(theme_id, color);
DRW_text_cache_add(dt,
diff --git a/source/blender/draw/engines/overlay/overlay_motion_path.c b/source/blender/draw/engines/overlay/overlay_motion_path.c
index a92f11aca38..e19d99dc597 100644
--- a/source/blender/draw/engines/overlay/overlay_motion_path.c
+++ b/source/blender/draw/engines/overlay/overlay_motion_path.c
@@ -177,7 +177,7 @@ static void motion_path_cache(OVERLAY_Data *vedata,
if (show_frame_no || (show_keyframes_no && show_keyframes)) {
int i;
uchar col[4], col_kf[4];
- /* Color Management: Exception here as texts are drawn in sRGB space directly. */
+ /* Color Management: Exception here as texts are drawn in sRGB space directly. */
UI_GetThemeColor3ubv(TH_TEXT_HI, col);
UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col_kf);
col[3] = col_kf[3] = 255;
diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c
index f1467ff9794..a2c3b5bf4aa 100644
--- a/source/blender/draw/engines/overlay/overlay_outline.c
+++ b/source/blender/draw/engines/overlay/overlay_outline.c
@@ -77,7 +77,7 @@ static void gpencil_depth_plane(Object *ob, float r_plane[4])
transpose_m4(mat);
/* mat is now a "normal" matrix which will transform
- * BBox space normal to world space. */
+ * BBox space normal to world space. */
mul_mat3_m4_v3(mat, r_plane);
normalize_v3(r_plane);
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 969289a3219..a48b46a61fc 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -358,7 +358,7 @@ typedef struct OVERLAY_PrivateData {
bool select_vert;
bool select_face;
bool select_edge;
- int flag; /** Copy of v3d->overlay.edit_flag. */
+ int flag; /** Copy of #v3d->overlay.edit_flag. */
} edit_mesh;
struct {
bool use_weight;
diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
index 74854dc0f8d..59c9d0a665d 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
@@ -162,13 +162,13 @@ void main()
int color_class = int(floor(color.r));
float color_intensity = fract(color.r);
switch (color_class) {
- case 0: /* No eye (convergence plane) */
+ case 0: /* No eye (convergence plane). */
finalColor = vec4(1.0, 1.0, 1.0, 1.0);
break;
- case 1: /* Left eye */
+ case 1: /* Left eye. */
finalColor = vec4(0.0, 1.0, 1.0, 1.0);
break;
- case 2: /* Right eye */
+ case 2: /* Right eye. */
finalColor = vec4(1.0, 0.0, 0.0, 1.0);
break;
}
@@ -207,7 +207,7 @@ void main()
vec3 n1 = normalize(cross(edge, world_pos - p1));
bool persp = (ProjectionMatrix[3][3] == 0.0);
vec3 V = (persp) ? normalize(ViewMatrixInverse[3].xyz - world_pos) : ViewMatrixInverse[2].xyz;
- /* Discard non-silhouete edges. */
+ /* Discard non-silhouette edges. */
bool facing0 = dot(n0, V) > 0.0;
bool facing1 = dot(n1, V) > 0.0;
if (facing0 == facing1) {
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 122c99ca536..8cbc8608f5b 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -59,7 +59,7 @@ void workbench_float_pair_decode(float data, out float v1, out float v2)
{
// const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
// const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
- /* Same as above because some compiler are very dumb and think we use medium int. */
+ /* Same as above because some compiler are very dumb and think we use medium int. */
const int v1_mask = 0x1F;
const int v2_mask = 0x7;
int idata = int(data);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index a76a14fa750..2e229d4d83a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -12,7 +12,7 @@ struct WorldData {
float shadow_shift;
float shadow_mul;
float shadow_add;
- /* - 16 bytes alignment- */
+ /* - 16 bytes alignment - */
LightData lights[4];
vec4 ambient_color;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 690ba1b92bc..57d648d3565 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -1,5 +1,5 @@
-/* TODO(fclem): deduplicate code. */
+/* TODO(fclem): deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
vec2 tile_pos = floor(co.xy);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index a00453fe125..2261790226a 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -157,7 +157,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata)
const float *full_size = DRW_viewport_size_get();
const int size[2] = {max_ii(1, (int)full_size[0] / 2), max_ii(1, (int)full_size[1] / 2)};
#if 0 /* TODO(fclem): finish COC min_max optimization. */
- /* NOTE: We Ceil here in order to not miss any edge texel if using a NPO2 texture. */
+ /* NOTE: We Ceil here in order to not miss any edge texel if using a NPO2 texture. */
int shrink_h_size[2] = {ceilf(size[0] / 8.0f), size[1]};
int shrink_w_size[2] = {shrink_h_size[0], ceilf(size[1] / 8.0f)};
#endif
@@ -218,9 +218,9 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata)
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
- /* TODO(fclem): deduplicate with eevee */
+ /* TODO(fclem): de-duplicate with EEVEE. */
const float scale_camera = 0.001f;
- /* we want radius here for the aperture number */
+ /* We want radius here for the aperture number. */
float aperture = 0.5f * scale_camera * focal_len / fstop;
float focal_len_scaled = scale_camera * focal_len;
float sensor_scaled = scale_camera * sensor;
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index ddda6d7b58e..daeadce3059 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -125,7 +125,7 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
fds->slice_axis - 1;
float dim[3];
BKE_object_dimensions_get(ob, dim);
- /* 0.05f to achieve somewhat the same opacity as the full view. */
+ /* 0.05f to achieve somewhat the same opacity as the full view. */
float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
@@ -266,7 +266,7 @@ static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata,
float dim[3];
BKE_object_dimensions_get(ob, dim);
- /* 0.05f to achieve somewhat the same opacity as the full view. */
+ /* 0.05f to achieve somewhat the same opacity as the full view. */
float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
const float slice_position = volume->display.slice_depth;