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authorCampbell Barton <ideasman42@gmail.com>2021-11-30 01:10:05 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-11-30 02:15:17 +0300
commit76471dbd5e2efbbc3a4d4b3a1a26fe0649f31cff (patch)
tree1c90a473a0c9dbd5e5180ca5e632288215ce699b /source/blender/draw
parent4e45265dc6cafe0bf6f36a14a469288183059858 (diff)
Cleanup: capitalize NOTE tag
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_fxaa_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl2
5 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 41d6db7f726..1061b2f91a2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -283,7 +283,7 @@ void occlusion_eval(OcclusionData data,
bent_normal = N;
}
else {
- /* Note: using pow(visibility, 6.0) produces NaN (see T87369). */
+ /* NOTE: using pow(visibility, 6.0) produces NaN (see T87369). */
float tmp = saturate(pow6(visibility));
bent_normal = normalize(mix(bent_normal, N, tmp));
}
@@ -337,7 +337,7 @@ float diffuse_occlusion(
* radius1 : First cap’s radius (arc length in radians)
* radius2 : Second caps’ radius (in radians)
* dist : Distance between caps (radians between centers of caps)
- * Note: Result is divided by pi to save one multiply.
+ * NOTE: Result is divided by pi to save one multiply.
*/
float spherical_cap_intersection(float radius1, float radius2, float dist)
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index 3c49caf11a9..c54621f123d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -24,7 +24,7 @@ out vec4 FragColor;
*/
vec3 clip_to_aabb(vec3 color, vec3 minimum, vec3 maximum, vec3 average)
{
- /* note: only clips towards aabb center (but fast!) */
+ /* NOTE: only clips towards aabb center (but fast!) */
vec3 center = 0.5 * (maximum + minimum);
vec3 extents = 0.5 * (maximum - minimum);
vec3 dist = color - center;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index fd4d00d96dd..3f113fd4b2e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -11,7 +11,7 @@
layout(location = 0) out vec4 transparentAccum;
layout(location = 1) out vec4 revealageAccum;
-/* Note: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
+/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
layout(location = 2) out uint objectId;
/* Special function only to be used with calculate_transparent_weight(). */
diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
index 0ecfc397e95..bf59972fbaa 100644
--- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
@@ -296,7 +296,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
/* (#B1#) */
float FxaaLuma(vec4 rgba)
{
- /* note: sqrt because the sampled colors are in a linear colorspace!
+ /* NOTE: sqrt because the sampled colors are in a linear colorspace!
* this approximates a perceptual conversion, which is good enough for the
* algorithm */
return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index a980b87821a..e9912ba7d9a 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -179,7 +179,7 @@ uniform mat4 ModelMatrixInverse;
* transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
*
* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
- * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
+ * NOTE: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
*/
#define NormalMatrix transpose(mat3(ModelMatrixInverse))