diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 03:35:46 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 03:51:10 +0300 |
commit | 63f0e150edaeea26fbcc48f62597f4f5c71cc64a (patch) | |
tree | 275c7ec1f9732fd992ce8351cf0da284211edb99 /source/blender/draw/modes/shaders | |
parent | 480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff) |
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/modes/shaders')
4 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl index dcb7c0ba7f2..d9e78855dc9 100644 --- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl @@ -674,7 +674,7 @@ vec4 FxaaPixelShader( posP.x += offNP.x * FXAA_QUALITY__P10; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; - /*--------------------------------------------------------------------------*/ + /*-------------------------------------------------------------------------*/ # if (FXAA_QUALITY__PS > 11) if (doneNP) { if (!doneN) @@ -696,7 +696,7 @@ vec4 FxaaPixelShader( posP.x += offNP.x * FXAA_QUALITY__P11; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; - /*--------------------------------------------------------------------------*/ + /*-----------------------------------------------------------------------*/ # if (FXAA_QUALITY__PS > 12) if (doneNP) { if (!doneN) @@ -718,10 +718,10 @@ vec4 FxaaPixelShader( posP.x += offNP.x * FXAA_QUALITY__P12; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; - /*--------------------------------------------------------------------------*/ + /*-----------------------------------------------------------------------*/ } # endif - /*--------------------------------------------------------------------------*/ + /*-------------------------------------------------------------------------*/ } # endif /*--------------------------------------------------------------------------*/ diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index 02254908232..1c0a31c59fd 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -38,8 +38,8 @@ uniform usamplerBuffer hairStrandBuffer; /* R32UI */ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */ /* Not used, use one buffer per uv layer */ -//uniform samplerBuffer hairUVBuffer; /* RG32F */ -//uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */ +// uniform samplerBuffer hairUVBuffer; /* RG32F */ +// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */ /* -- Subdivision stage -- */ /** 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 2c2cd1f0610..7fe3cea8a42 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -5,8 +5,8 @@ * We want to know how much a pixel is covered by a line. * We replace the square pixel with acircle of the same area and try to find the intersection area. * 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. + * 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) diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl index 841b4a95b21..df2cfe7be82 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl @@ -40,8 +40,8 @@ uniform int gridFlag; * We want to know how much a pixel is covered by a line. * We replace the square pixel with acircle of the same area and try to find the intersection area. * 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. + * 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) |