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authorCampbell Barton <ideasman42@gmail.com>2019-04-21 18:45:43 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-21 23:30:08 +0300
commitc5862e0a06b75767fd863673c54aab54f27d1872 (patch)
tree859b364533455278eb73fb39e3ebf33996d250cc /source/blender
parent024d40b504e4dc2a23824021bdcfe772a1f5f670 (diff)
Cleanup: comments (long lines) in gpu
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/GPU_immediate.h7
-rw-r--r--source/blender/gpu/GPU_matrix.h3
-rw-r--r--source/blender/gpu/GPU_shader.h9
-rw-r--r--source/blender/gpu/GPU_vertex_format.h7
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding.c3
-rw-r--r--source/blender/gpu/intern/gpu_batch.c3
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c3
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c3
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c4
-rw-r--r--source/blender/gpu/intern/gpu_select.c6
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c3
-rw-r--r--source/blender/gpu/intern/gpu_shader.c11
-rw-r--r--source/blender/gpu/intern/gpu_texture.c7
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl3
21 files changed, 67 insertions, 42 deletions
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index 30a6020f74a..a8e5e9d0e04 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -47,9 +47,10 @@ void immBegin(GPUPrimType, uint vertex_len);
void immBeginAtMost(GPUPrimType, uint max_vertex_len);
void immEnd(void); /* finishes and draws. */
-/* ImmBegin a batch, then use standard immFunctions as usual. */
-/* ImmEnd will finalize the batch instead of drawing. */
-/* Then you can draw it as many times as you like! Partially replaces the need for display lists. */
+/* immBegin a batch, then use standard immFunctions as usual. */
+/* immEnd will finalize the batch instead of drawing. */
+/* Then you can draw it as many times as you like!
+ * Partially replaces the need for display lists. */
GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len);
GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len);
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
index 24a76c13e01..67fb2bb2bd4 100644
--- a/source/blender/gpu/GPU_matrix.h
+++ b/source/blender/gpu/GPU_matrix.h
@@ -123,7 +123,8 @@ const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3];
void GPU_matrix_bind(const struct GPUShaderInterface *);
bool GPU_matrix_dirty_get(void); /* since last bind */
-/* Python API needs to be able to inspect the stack so errors raise exceptions instead of crashing. */
+/* Python API needs to be able to inspect the stack so errors raise exceptions
+ * instead of crashing. */
#ifdef USE_GPU_PY_MATRIX_API
int GPU_matrix_stack_level_get_model_view(void);
int GPU_matrix_stack_level_get_projection(void);
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index d7addeb87b4..d174aafacce 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -239,7 +239,8 @@ typedef enum eGPUBuiltinShader {
*/
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
/**
- * Draw round points with a constant size and an outline. Take a 2D position and a color for each vertex.
+ * Draw round points with a constant size and an outline.
+ * Take a 2D position and a color for each vertex.
*
* \param size: uniform float
* \param outlineWidth: uniform float
@@ -249,7 +250,8 @@ typedef enum eGPUBuiltinShader {
*/
GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
/**
- * Draw round points with a constant size and an outline. Take a 2D position and a color for each vertex.
+ * Draw round points with a constant size and an outline.
+ * Take a 2D position and a color for each vertex.
*
* \param size: in float
* \param color: in vec4
@@ -302,7 +304,8 @@ typedef enum eGPUBuiltinShader {
*/
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
/**
- * Draw round points with a constant size and an outline. Take a 3D position and a color for each vertex.
+ * Draw round points with a constant size and an outline.
+ * Take a 3D position and a color for each vertex.
*
* \param size: in float
* \param color: in vec4
diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h
index 021def5b265..7f1934431cf 100644
--- a/source/blender/gpu/GPU_vertex_format.h
+++ b/source/blender/gpu/GPU_vertex_format.h
@@ -91,12 +91,13 @@ void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias);
int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name);
/**
- * This makes the "virtual" attributes with suffixes "0", "1", "2" to access triangle data in the vertex
- * shader.
+ * This makes the "virtual" attributes with suffixes "0", "1", "2"
+ * to access triangle data in the vertex shader.
*
* IMPORTANT:
* - Call this before creating the vertex buffer and after creating all attributes
- * - Only first vertex out of 3 has the correct information. Use flat output with GL_FIRST_VERTEX_CONVENTION.
+ * - Only first vertex out of 3 has the correct information.
+ * Use flat output with #GL_FIRST_VERTEX_CONVENTION.
*/
void GPU_vertformat_triple_load(GPUVertFormat *format);
diff --git a/source/blender/gpu/intern/gpu_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c
index 6cd350df505..e280b77f661 100644
--- a/source/blender/gpu/intern/gpu_attr_binding.c
+++ b/source/blender/gpu/intern/gpu_attr_binding.c
@@ -73,7 +73,8 @@ void get_attr_locations(const GPUVertFormat *format,
const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, a->name[n_idx]);
#if TRUST_NO_ONE
assert(input != NULL);
- /* TODO: make this a recoverable runtime error? indicates mismatch between vertex format and program */
+ /* TODO: make this a recoverable runtime error?
+ * indicates mismatch between vertex format and program. */
#endif
write_attr_location(binding, a_idx, input->location);
}
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 636a48c1623..4f5215ce9e6 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -420,7 +420,8 @@ static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
void GPU_batch_program_use_begin(GPUBatch *batch)
{
/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
- * the GL context's active program. use_program doesn't mark other programs as "not used". */
+ * the GL context's active program.
+ * use_program doesn't mark other programs as "not used". */
/* TODO: make not fragile (somehow) */
if (!batch->program_in_use) {
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 242544ec07f..43211fe0969 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -824,7 +824,8 @@ static char *code_generate_fragment(GPUMaterial *material,
BLI_dynstr_append(ds, "}\n");
- /* XXX This cannot go into gpu_shader_material.glsl because main() would be parsed and generate error */
+ /* XXX This cannot go into gpu_shader_material.glsl because main()
+ * would be parsed and generate error */
/* Old glsl mode compat. */
BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n");
BLI_dynstr_append(ds, "out vec4 fragColor;\n");
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index dbe1d2c8d69..a77f9ca5f11 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -717,7 +717,8 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
/**
* Use this if you need to custom downsample your texture and use the previous mip level as input.
- * This function only takes care of the correct texture handling. It execute the callback for each texture level.
+ * This function only takes care of the correct texture handling.
+ * It execute the callback for each texture level.
*/
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
int max_lvl,
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 3c8b76dd36c..11c4cfba8df 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -634,7 +634,9 @@ static void immEndVertex(void) /* and move on to the next vertex */
if ((imm.unassigned_attr_bits >> a_idx) & 1) {
const GPUVertAttr *a = &imm.vertex_format.attrs[a_idx];
- /* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */
+#if 0
+ printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx);
+#endif
GLubyte *data = imm.vertex_data + a->offset;
memcpy(data, data - imm.vertex_format.stride, a->sz);
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index 4cfedc0708b..4268af2198d 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -69,7 +69,8 @@ static GPUSelectState g_select_state = {0};
void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode, int oldhits)
{
if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
- /* In the case hits was '-1', don't start the second pass since it's not going to give useful results.
+ /* In the case hits was '-1',
+ * don't start the second pass since it's not going to give useful results.
* As well as buffer overflow in 'gpu_select_query_load_id'. */
BLI_assert(oldhits != -1);
}
@@ -99,7 +100,8 @@ void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode,
}
/**
- * loads a new selection id and ends previous query, if any. In second pass of selection it also returns
+ * loads a new selection id and ends previous query, if any.
+ * In second pass of selection it also returns
* if id has been hit on the first pass already.
* Thus we can skip drawing un-hit objects.
*
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index 253c8703234..6c3e05912b0 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -318,7 +318,8 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c
if (mode == GPU_SELECT_PICK_ALL) {
/* Note that other depth settings (such as #GL_LEQUAL) work too,
* since the depth is always cleared.
- * Noting this for cases when depth picking is used where drawing calls change depth settings. */
+ * Noting this for cases when depth picking is used where
+ * drawing calls change depth settings. */
glDepthFunc(GL_ALWAYS);
}
else {
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index dd8035e2618..5fe23824ce2 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -557,10 +557,10 @@ static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_i
* Example:
* \code{.c}
* sh = GPU_shader_create_from_arrays({
- * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
- * .geom = (const char *[]){shader_geom_glsl, NULL},
- * .frag = (const char *[]){shader_frag_glsl, NULL},
- * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
+ * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
+ * .geom = (const char *[]){shader_geom_glsl, NULL},
+ * .frag = (const char *[]){shader_frag_glsl, NULL},
+ * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
* });
* \endcode
*/
@@ -1297,7 +1297,8 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
}
}
else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
- /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */
+ /* Dashed need geometry shader, which are not supported by legacy OpenGL,
+ * fallback to solid lines. */
/* TODO: remove after switch to core profile (maybe) */
if (!GLEW_VERSION_3_2) {
stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index afe5e381334..e1a4357467c 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -43,8 +43,8 @@
#include "gpu_context_private.h"
static struct GPUTextureGlobal {
- GPUTexture *
- invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
+ /** Texture used in place of invalid textures (not loaded correctly, missing). */
+ GPUTexture *invalid_tex_1D;
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
} GG = {NULL, NULL, NULL};
@@ -1598,7 +1598,8 @@ void GPU_texture_generate_mipmap(GPUTexture *tex)
if (GPU_texture_depth(tex)) {
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
* In this case we just create a complete texture with mipmaps manually without downsampling.
- * You must initialize the texture levels using other methods like GPU_framebuffer_recursive_downsample(). */
+ * You must initialize the texture levels using other methods like
+ * GPU_framebuffer_recursive_downsample(). */
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
for (int i = 1; i < levels; ++i) {
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 74c2959ee00..b57be9fdf37 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -265,7 +265,8 @@ void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
/**
* Special case, this is needed for when we have a viewport without a frame-buffer output
- * (occlusion queries for eg) but still need to set the size since it may be used for other calculations.
+ * (occlusion queries for eg)
+ * but still need to set the size since it may be used for other calculations.
*/
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
index 185a4c8c59f..a29335046f2 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -1,6 +1,7 @@
/*
- * Fragment Shader for dashed lines, with uniform multi-color(s), or any single-color, and any thickness.
+ * Fragment Shader for dashed lines, with uniform multi-color(s),
+ * or any single-color, and any thickness.
*
* Dashed is performed in screen space.
*/
@@ -10,7 +11,8 @@ uniform float dash_width;
/* Simple mode, discarding non-dash parts (so no need for blending at all). */
uniform float dash_factor; /* if > 1.0, solid line. */
-/* More advanced mode, allowing for complex, multi-colored patterns. Enabled when colors_len > 0. */
+/* More advanced mode, allowing for complex, multi-colored patterns.
+ * Enabled when colors_len > 0. */
/* Note: max number of steps/colors in pattern is 32! */
uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
uniform vec4 colors[32];
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
index 11f67172e89..584a179a9ac 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
@@ -1,6 +1,7 @@
/*
- * Geometry Shader for dashed lines, with uniform multi-color(s), or any single-color, and unary thickness.
+ * Geometry Shader for dashed lines, with uniform multi-color(s),
+ * or any single-color, and unary thickness.
*
* Dashed is performed in screen space.
*/
@@ -9,7 +10,8 @@
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
-/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
+/* Uniforms from fragment shader,
+ * used here to optimize out useless computation in case of solid line. */
uniform float dash_factor; /* if > 1.0, solid line. */
uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
@@ -58,6 +60,6 @@ void main()
EndPrimitive();
- /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored'
- * to the screen, and not to one end of the line... */
+ /* Note: we could also use similar approach as diag_stripes_frag,
+ * but this would give us dashed 'anchored' to the screen, and not to one end of the line... */
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
index 933a0976c6e..8b5a5cd8c9a 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
@@ -1,7 +1,7 @@
/*
- * Vertex Shader for dashed lines with 2D coordinates, with uniform multi-colors or uniform single-color,
- * and unary thickness.
+ * Vertex Shader for dashed lines with 2D coordinates,
+ * with uniform multi-colors or uniform single-color, and unary thickness.
*
* Dashed is performed in screen space.
*/
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
index 434917f8052..336f310837e 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
@@ -8,7 +8,8 @@ uniform vec2 viewport_size;
/* Width of the generated 'line'. */
uniform float width; /* in pixels, screen space. */
-/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
+/* Uniforms from fragment shader,
+ * used here to optimize out useless computation in case of solid line. */
uniform float dash_factor; /* if > 1.0, solid line. */
uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl
index 9fe63c65054..28c91343771 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl
@@ -1,7 +1,7 @@
/*
- * Vertex Shader for dashed lines with 3D coordinates, with uniform multi-colors or uniform single-color,
- * and unary thickness.
+ * Vertex Shader for dashed lines with 3D coordinates,
+ * with uniform multi-colors or uniform single-color, and unary thickness.
*
* Legacy version, without geometry shader support, always produce solid lines!
*/
@@ -19,7 +19,8 @@ void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- /* Hack - prevent stupid GLSL compiler to optimize out unused viewport_size uniform, which gives crash! */
+ /* Hack - prevent stupid GLSL compiler to optimize out unused viewport_size uniform,
+ * which gives crash! */
distance_along_line = viewport_size.x * 0.000001f - viewport_size.x * 0.0000009f;
color_geom = color;
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
index 47ca09b5e72..7c317ecfb8c 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
@@ -1,7 +1,7 @@
/*
- * Vertex Shader for dashed lines with 3D coordinates, with uniform multi-colors or uniform single-color,
- * and unary thickness.
+ * Vertex Shader for dashed lines with 3D coordinates,
+ * with uniform multi-colors or uniform single-color, and unary thickness.
*
* Dashed is performed in screen space.
*/
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 545629dbfa0..6ad93e88130 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1190,7 +1190,8 @@ void convert_metallic_to_specular_tinted(vec3 basecol,
vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
{
float f = 1.0 - NV;
- /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps, therefore we need to clamp value. */
+ /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps,
+ * therefore we need to clamp value. */
f = clamp(f, 0.0, 1.0);
/* Empirical approximation (manual curve fitting). Can be refined. */
float sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;