diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-02-21 03:04:33 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-02-21 03:33:56 +0300 |
commit | 2ce4a403d99ccd5c3d608ae9eae2f8b32ec835f6 (patch) | |
tree | a186d87d3f6bb0baba363c0d2334a2b9e164ad72 /source/blender/draw | |
parent | 33b4a03ca98997a074783599b816768e7f90dd2b (diff) |
Cleanup: EEVEE: Rename aperture to cone angle when it make sense
Aperture for a cone is 2 times the cone angle.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
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 241b9240606..bc2895ef3df 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -135,7 +135,7 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum) accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a)); } -/* ----------- Cone Aperture Approximation --------- */ +/* ----------- Cone angle Approximation --------- */ /* Return a fitted cone angle given the input roughness */ float cone_cosine(float r) diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 20c3b64e07a..4abc313d7e3 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -34,7 +34,7 @@ float pdf_hemisphere() vec3 sample_ggx(vec3 rand, float a2) { - /* Theta is the aperture angle of the cone */ + /* Theta is the cone angle. */ float z = sqrt((1.0 - rand.x) / (1.0 + a2 * rand.x - rand.x)); /* cos theta */ float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */ float x = r * rand.y; |