diff options
author | Campbell Barton <campbell@blender.org> | 2022-01-31 02:29:46 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-01-31 02:49:59 +0300 |
commit | 012e41fc8b6bf8c096988bfb49725be2b4766d94 (patch) | |
tree | 96dcdba85320266e53d6661caa709ce6d10d4638 /source/blender/draw/intern/shaders | |
parent | 14427f5aaac85d626ce0992eca8a522f0a67f839 (diff) |
Cleanup: use our own conventions for tags in comments
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r-- | source/blender/draw/intern/shaders/common_fxaa_lib.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/shaders/common_subdiv_lib.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/shaders/draw_view_info.hh | 2 |
3 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl index bf59972fbaa..599d875c500 100644 --- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl @@ -51,7 +51,7 @@ /*============================================================================ FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------ -NOTE the other tuning knobs are now in the shader function inputs! +NOTE: the other tuning knobs are now in the shader function inputs! ============================================================================*/ #ifndef FXAA_QUALITY__PRESET /* diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl index 9dd86c35ee4..e6538d80111 100644 --- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl +++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl @@ -101,7 +101,7 @@ uint get_index(uint i) * the format. */ struct PosNorLoop { float x, y, z; - /* TODO(kevindietrich) : figure how to compress properly as GLSL does not have char/short types, + /* TODO(@kevindietrich): figure how to compress properly as GLSL does not have char/short types, * bit operations get tricky. */ float nx, ny, nz; float flag; diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh index 0a25059ffed..479527379cf 100644 --- a/source/blender/draw/intern/shaders/draw_view_info.hh +++ b/source/blender/draw/intern/shaders/draw_view_info.hh @@ -83,7 +83,7 @@ GPU_SHADER_CREATE_INFO(draw_hair) .sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer") .sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer") .sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer") - /* TODO(fclem) Pack thoses into one UBO. */ + /* TODO(@fclem): Pack these into one UBO. */ .push_constant(Type::INT, "hairStrandsRes") .push_constant(Type::INT, "hairThicknessRes") .push_constant(Type::FLOAT, "hairRadRoot") |