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authorCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
commite7fd6c8f30cd1161496831859da403eaa34fdf89 (patch)
tree20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/draw/modes/shaders
parent5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff)
Cleanup: comment blocks
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl10
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl2
3 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index 4c540d2b478..da86f7a7086 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -3,13 +3,13 @@
* This is less bandwidth intensive than fetching the vertex attributes
* but does more ALU work per vertex. This also reduce the number
* of data the CPU has to precompute and transfert for each update.
- **/
+ */
/**
* hairStrandsRes: Number of points per hair strand.
* 2 - no subdivision
* 3+ - 1 or more interpolated points per hair.
- **/
+ */
uniform int hairStrandsRes = 8;
/**
@@ -17,7 +17,7 @@ uniform int hairStrandsRes = 8;
* 1 - Wire Hair: Only one pixel thick, independent of view distance.
* 2 - Polystrip Hair: Correct width, flat if camera is parallel.
* 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
- **/
+ */
uniform int hairThicknessRes = 1;
/* Hair thickness shape. */
@@ -58,7 +58,7 @@ void unpack_strand_data(uint data, out int strand_offset, out int strand_segment
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.
- **/
+ */
#ifdef HAIR_PHASE_SUBDIV
int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
@@ -104,7 +104,7 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v
/* -- Drawing stage -- */
/**
* For final drawing, the vertex index and the number of vertex per segment
- **/
+ */
#ifndef HAIR_PHASE_SUBDIV
int hair_get_strand_id(void)
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index dbad525c281..5e43745172e 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -7,7 +7,7 @@
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe.
* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- **/
+ */
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index 5a2913fc2e2..7d89676fd47 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -42,7 +42,7 @@ uniform int gridFlag;
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe.
* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- **/
+ */
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)