diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-02-21 03:07:04 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-02-21 03:33:56 +0300 |
commit | ba43b4c04dd53d9935ce05c7c09ffe4bc8202d29 (patch) | |
tree | 4584bd03550f204f5a461fa5d9a32479715da587 /source/blender/draw | |
parent | 2ce4a403d99ccd5c3d608ae9eae2f8b32ec835f6 (diff) |
Cleanup: EEVEE: Rename variable named sample because ...
.. it's a reserved keyword on GL > 4.0.
Diffstat (limited to 'source/blender/draw')
5 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 19b7a1ea2f6..97255f15d9b 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -245,13 +245,13 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v EEVEE_downsample_buffer(vedata, txl->color_double_buffer, 9); /* Resolve at fullres */ - int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample : + int samp = (DRW_state_is_image_render()) ? effects->taa_render_sample : effects->taa_current_sample; /* Doing a neighbor shift only after a few iteration. * We wait for a prime number of cycles to avoid noise correlation. * This reduces variance faster. */ - effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4; - switch ((sample / 11) % 4) { + effects->ssr_neighbor_ofs = ((samp / 5) % 8) * 4; + switch ((samp / 11) % 4) { case 0: effects->ssr_halfres_ofs[0] = 0; effects->ssr_halfres_ofs[1] = 0; diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index 489e87e9a7d..33d7347a377 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -177,11 +177,11 @@ vec4 step_blit(void) vec4 step_downsample(void) { #ifdef HIGH_QUALITY /* Anti flicker */ - vec3 sample = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); + vec3 samp = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); #else - vec3 sample = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); + vec3 samp = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); #endif - return vec4(sample, 1.0); + return vec4(samp, 1.0); } vec4 step_upsample(void) diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl index 4c4cbb069fe..0d0ae6ea4a5 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl @@ -108,8 +108,8 @@ void main() weight = texel_solid_angle(facecoord, halfpix); - vec4 sample = textureLod(probeHdr, cubevec, lodMax); - sh += sample.rgb * coef * weight; + vec4 samp = textureLod(probeHdr, cubevec, lodMax); + sh += samp.rgb * coef * weight; weight_accum += weight; } } diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl index a974e1d538d..b802b39c56e 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl @@ -80,9 +80,9 @@ void main() vec2 accum = vec2(0.0); for (float i = 0; i < sampleCount; i++) { - vec3 sample = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B); - float depth = texture(probeDepth, sample).r; - depth = get_world_distance(depth, sample); + vec3 samp = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B); + float depth = texture(probeDepth, samp).r; + depth = get_world_distance(depth, samp); accum += vec2(depth, depth * depth); } diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index c1c0138e002..de384146b80 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -209,9 +209,9 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float /* TODO: If we support non-ssr planar reflection, we should blur them with gaussian * and chose the right mip depending on the cone footprint after projection */ /* NOTE: X is inverted here to compensate inverted drawing. */ - vec3 sample = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb; + vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb; - return sample; + return radiance; } void fallback_cubemap(vec3 N, |