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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/modes/shaders
parent480a09a92f7f1f28aabb4ad84b86ddccd6580afc (diff)
Cleanup: comments (long lines) in draw
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/common_fxaa_lib.glsl8
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl4
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl4
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)