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authorClément Foucault <foucault.clem@gmail.com>2021-02-21 03:04:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-02-21 03:33:56 +0300
commit2ce4a403d99ccd5c3d608ae9eae2f8b32ec835f6 (patch)
treea186d87d3f6bb0baba363c0d2334a2b9e164ad72 /source/blender/draw
parent33b4a03ca98997a074783599b816768e7f90dd2b (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.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl2
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;