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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
parent480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff)
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c37
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c11
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c5
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl3
-rw-r--r--source/blender/draw/engines/external/external_engine.c3
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c5
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_utils.c6
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c3
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c9
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl3
-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
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c7
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c3
24 files changed, 85 insertions, 61 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index e5d33daa0d0..b0013151a70 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -206,31 +206,32 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
/** Bloom algorithm
*
- * Overview :
+ * Overview:
* - Downsample the color buffer doing a small blur during each step.
* - Accumulate bloom color using previously downsampled color buffers
* and do an upsample blur for each new accumulated layer.
* - Finally add accumulation buffer onto the source color buffer.
*
* [1/1] is original copy resolution (can be half or quarter res for performance)
+ * <pre>
+ * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
*
- * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
- *
- * Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color
- * | Λ
- * [Downsample First] Source Color ─> + [Resolve]
- * v |
- * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
- * | Λ
- * ─── ───
- * Repeat Repeat
- * ─── ───
- * v |
- * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
- * | Λ
- * [Downsample] [Upsample]
- * v |
- * Color Downsampled [1/N] ─────────────────────────┘
+ * Source Color ─ [Blit] ─> Bright Color Extract [1/1] Final Color
+ * | Λ
+ * [Downsample First] Source Color ─> + [Resolve]
+ * v |
+ * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
+ * | Λ
+ * ─── ───
+ * Repeat Repeat
+ * ─── ───
+ * v |
+ * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
+ * | Λ
+ * [Downsample] [Upsample]
+ * v |
+ * Color Downsampled [1/N] ─────────────────────────┘
+ * </pre>
*/
DRWShadingGroup *grp;
const bool use_highres = true;
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 62ccf30e12c..0864d869451 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -141,10 +141,12 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
- /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
- * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
- * because the shader reads coordinates in world space, which is in blender units.
- * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
+ /* this is factor that converts to the scene scale. focal length and sensor are expressed in
+ * mm unit.scale_length is how many meters per blender unit we have. We want to convert to
+ * blender units though because the shader reads coordinates in world space, which is in
+ * blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here
+ * (see T48157). */
float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
float scale_camera = 0.001f / scale;
/* we want radius here for the aperture number */
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 550821ee92a..a4a17de7a57 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -145,7 +145,8 @@ static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref)
width, height, max_ii(1, num_planar_ref), GPU_DEPTH_COMPONENT24, 0, NULL);
}
else if (num_planar_ref == 0) {
- /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */
+ /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still
+ * bound to shader. */
txl->planar_pool = DRW_texture_create_2d_array(
1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
txl->planar_depth = DRW_texture_create_2d_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 917043d70e7..270defb039b 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -680,7 +680,8 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */
80.0f; /* XXX : Empirical, Fit cycles power */
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
- /* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */
+ /* Scale power to account for the lower area of the ellipse compared to the surrounding
+ * rectangle. */
power *= 4.0f / M_PI;
}
}
@@ -693,8 +694,9 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
}
else {
power = 1.0f / (evli->radius * evli->radius * M_PI); /* 1/(r²*Pi) */
- /* Make illumation power closer to cycles for bigger radii. Cycles uses a cos^3 term that we cannot reproduce
- * so we account for that by scaling the light power. This function is the result of a rough manual fitting. */
+ /* Make illumation power closer to cycles for bigger radii. Cycles uses a cos^3 term that we
+ * cannot reproduce so we account for that by scaling the light power. This function is the
+ * result of a rough manual fitting. */
power += 1.0f / (2.0f * M_PI); /* power *= 1 + r²/2 */
}
return power;
@@ -1383,7 +1385,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_draw_pass(psl->shadow_pass);
}
- /* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. */
+ /* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big.
+ */
float filter_texture_size = la->soft * 0.001f;
float filter_pixel_size = ceil(filter_texture_size / srd->cube_texel_size);
linfo->filter_size = srd->cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index ae145546856..8d90a2d29cc 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1409,9 +1409,9 @@ static void material_opaque(Material *ma,
}
else {
if (use_translucency) {
- /* NOTE: This is a nasty workaround, because the sss profile might not have been generated
- * but the UBO is still declared in this case even if not used. But rendering without a
- * bound UBO might result in crashes on certain platform. */
+ /* NOTE: This is a nasty workaround, because the sss profile might not have been
+ * generated but the UBO is still declared in this case even if not used.
+ * But rendering without a bound UBO might result in crashes on certain platform. */
DRW_shgroup_uniform_block(*shgrp, "sssProfile", e_data.dummy_sss_profile);
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index a3603fc3d64..22c7dd00b97 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -296,8 +296,9 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
/* Resolve at fullres */
int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample :
effects->taa_current_sample;
- /* Doing a neighbor shift only after a few iteration. We wait for a prime number of cycles to avoid
- * noise correlation. This reduces variance faster. */
+ /* Doing a neighbor shift only after a few iteration.
+ * We wait for a prime number of cycles to avoid noise correlation.
+ * This reduces variance faster. */
effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4;
switch ((sample / 11) % 4) {
case 0:
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 f23303c5b93..32076b47d8c 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -1,7 +1,8 @@
/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */
+ * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx
+ */
#if defined(MESH_SHADER)
# if !defined(USE_ALPHA_HASH)
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 2edc827b7fa..3a5f20b952e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -319,7 +319,8 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
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 = max(firstplane, secondplane);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index 3ec695fcdbc..518eff29c62 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -14,7 +14,8 @@ vec4 safe_color(vec4 c)
/**
* Adapted from https://casual-effects.com/g3d/G3D10/data-files/shader/Film/Film_temporalAA.pix
- * which is adapted from https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc
+ * which is adapted from
+ * https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc
* which is adapted from https://github.com/playdeadgames/temporal
* Optimization by Stubbesaurus and epsilon adjustment to avoid division by zero.
*
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 0c7be71d914..a70ac686efd 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -161,7 +161,8 @@ vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness)
/* From Frostbite PBR Course
* Distance based roughness
- * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
+ */
float original_roughness = roughness;
float linear_roughness = sqrt(roughness);
float distance_roughness = saturate(dist * linear_roughness / length(intersection));
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index c8b57c5dec2..37b0ebb33cf 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -282,7 +282,8 @@ void CLOSURE_NAME(vec3 N
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* ---------------------------------------------------------------- */
- /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and
+ * BRDF. */
#ifdef CLOSURE_GLOSSY
vec4 spec_accum = vec4(0.0);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index 88dd9f46b55..2cf8501de9b 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -164,8 +164,8 @@ void ltc_transform_quad(vec3 N, vec3 V, mat3 Minv, inout vec3 corners[4])
corners[3] = normalize(Minv * corners[3]);
}
-/* If corners have already pass through ltc_transform_quad(), then N **MUST** be vec3(0.0, 0.0, 1.0),
- * corresponding to the Up axis of the shading basis. */
+/* If corners have already pass through ltc_transform_quad(),
+ * then N **MUST** be vec3(0.0, 0.0, 1.0), corresponding to the Up axis of the shading basis. */
float ltc_evaluate_quad(vec3 corners[4], vec3 N)
{
/* Approximation using a sphere of the same solid angle than the quad.
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 49c4569f585..82581f2327b 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -84,8 +84,8 @@ void prepare_raycast(vec3 ray_origin,
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
/* XXX This is a hack a better method is welcome ! */
- /* We take the delta between the offseted depth and the depth and substract it from the ray depth.
- * This will change the world space thickness appearance a bit but we can have negative
+ /* We take the delta between the offseted depth and the depth and substract it from the ray
+ * depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */
ss_start.w = 2.0 * ss_start.z - ss_start.w;
ss_end.w = 2.0 * ss_end.z - ss_end.w;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index 5c0f5adda27..f24032c4360 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -36,7 +36,8 @@ vec3 octahedral_to_cubemap_proj(vec2 co)
}
/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
-/* http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf Slide 55*/
+/* http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf
+ * Slide 55. */
#define ln_space_prefilter_step(ref, sample) exp(sample - ref)
#define ln_space_prefilter_finalize(ref, sum) (ref + log(shadowInvSampleCount * sum))
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index 29749ce6712..d0f8826c914 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -216,7 +216,8 @@ static DrawEngineType draw_engine_external_type = {
NULL,
};
-/* Note: currently unused, we should not register unless we want to see this when debugging the view. */
+/* Note: currently unused,
+ * we should not register unless we want to see this when debugging the view. */
RenderEngineType DRW_engine_viewport_external_type = {
NULL,
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c b/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c
index c1014bb5ca4..7dabbcf4c41 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_cache_impl.c
@@ -634,8 +634,9 @@ GPUBatch *DRW_gpencil_get_buffer_fill_geom(bGPdata *gpd)
float(*points2d)[2] = MEM_mallocN(sizeof(*points2d) * totpoints, __func__);
/* Convert points to array and triangulate
- * Here a cache is not used because while drawing the information changes all the time, so the cache
- * would be recalculated constantly, so it is better to do direct calculation for each function call
+ * Here a cache is not used because while drawing the information changes all the time, so the
+ * cache would be recalculated constantly, so it is better to do direct calculation for each
+ * function call
*/
for (int i = 0; i < totpoints; i++) {
const tGPspoint *pt = &points[i];
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
index 1f50b76ac82..4b6c913785d 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
@@ -1072,7 +1072,8 @@ static void gpencil_draw_strokes(GpencilBatchCache *cache,
DRW_gpencil_recalc_geometry_caches(ob, gpl, gp_style, src_gps);
}
- /* if the fill has any value, it's considered a fill and is not drawn if simplify fill is enabled */
+ /* if the fill has any value, it's considered a fill and is not drawn if simplify fill is
+ * enabled */
if ((stl->storage->simplify_fill) &&
(scene->r.simplify_gpencil & SIMPLIFY_GPENCIL_REMOVE_FILL_LINE)) {
if ((gp_style->fill_rgba[3] > GPENCIL_ALPHA_OPACITY_THRESH) ||
@@ -1367,7 +1368,8 @@ static void gpencil_copy_frame(bGPDframe *gpf, bGPDframe *derived_gpf)
}
}
-/* Triangulate stroke for high quality fill (this is done only if cache is null or stroke was modified) */
+/* Triangulate stroke for high quality fill (this is done only if cache is null or stroke was
+ * modified) */
void DRW_gpencil_triangulate_stroke_fill(Object *ob, bGPDstroke *gps)
{
BLI_assert(gps->totpoints >= 3);
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 6fa07245396..ea578187765 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -328,7 +328,8 @@ void GPENCIL_cache_init(void *vedata)
stl->g_data->shgrps_edit_point = NULL;
if (!stl->shgroups) {
- /* Alloc maximum size because count strokes is very slow and can be very complex due onion skinning.
+ /* Alloc maximum size because count strokes is very slow and can be very complex due onion
+ * skinning.
*/
stl->shgroups = MEM_mallocN(sizeof(GPENCIL_shgroup) * GPENCIL_MAX_SHGROUPS, "GPENCIL_shgroup");
}
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
index b133d9310b0..355235618f6 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -119,10 +119,11 @@ static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2])
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
- /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
- * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
- * because the shader reads coordinates in world space, which is in blender units.
- * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
+ /* This is factor that converts to the scene scale. focal length and sensor are expressed in mm
+ * unit.scale_length is how many meters per blender unit we have. We want to convert to blender
+ * units though because the shader reads coordinates in world space, which is in blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here
+ * (see T48157). */
float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
float scale_camera = 0.001f / scale;
/* we want radius here for the aperture number */
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index 16ec0ee9374..acf60fc2d59 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -180,7 +180,8 @@ void main()
gl_FragDepth = min(-0.05, (gl_FragCoord.z / gl_FragCoord.w));
}
else if (xraymode == GP_XRAY_3DSPACE) {
- /* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same stroke */
+ /* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same
+ * stroke */
if (drawmode == GP_DRAWMODE_3D) {
gl_FragDepth = gl_FragCoord.z * 1.0001;
}
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);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index f55b744481e..3dea99a76cf 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -243,9 +243,10 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
/* TODO(fclem) deduplicate with eevee */
/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
- * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
- * because the shader reads coordinates in world space, which is in blender units.
- * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
+ * unit.scale_length is how many meters per blender unit we have. We want to convert to blender
+ * units though because the shader reads coordinates in world space, which is in blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here
+ * (see T48157). */
float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
float scale_camera = 0.001f / scale;
/* we want radius here for the aperture number */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 6151c1f54dd..c403e358d6a 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -43,7 +43,8 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
Material *mat,
WORKBENCH_MaterialData *data)
{
- /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
+ /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no
+ * texture could be determined */
int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ?
V3D_SHADING_MATERIAL_COLOR :
wpd->shading.color_type;