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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
index db9ae0f7034..f5c45d147e6 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
@@ -52,7 +52,7 @@ const float unit_ring_radius = 1.0 / float(gather_ring_count);
const float unit_sample_radius = 1.0 / float(gather_ring_count + 0.5);
const float large_kernel_radius = 0.5 + float(gather_ring_count);
const float smaller_kernel_radius = 0.5 + float(gather_ring_count - gather_density_change_ring);
-/* NOTE(fclem) the bias is reducing issues with density change visible transition. */
+/* NOTE(@fclem): the bias is reducing issues with density change visible transition. */
const float radius_downscale_factor = smaller_kernel_radius / large_kernel_radius;
const int change_density_at_ring = (gather_ring_count - gather_density_change_ring + 1);
const float coc_radius_error = 2.0;
@@ -83,7 +83,7 @@ void dof_gather_init(float base_radius,
#endif
center_co = gl_FragCoord.xy + jitter_ofs * base_radius * unit_sample_radius;
- /* TODO(fclem) Seems like the default lod selection is too big. Bias to avoid blocky moving
+ /* TODO(@fclem): Seems like the default lod selection is too big. Bias to avoid blocky moving
* out of focus shapes. */
const float lod_bias = -2.0;
lod = max(floor(log2(base_radius * unit_sample_radius) + 0.5) + lod_bias, 0.0);
@@ -111,7 +111,7 @@ void dof_gather_accumulator(float base_radius,
* a ring. So we need to compensate for fast gather that does not check CoC intersection. */
base_radius += (0.5 - noise.x) * 1.5 * unit_ring_radius * base_radius;
}
- /* TODO(fclem) another seed? For now Cranly-Partterson rotation with golden ratio. */
+ /* TODO(@fclem): another seed? For now Cranly-Partterson rotation with golden ratio. */
noise.x = fract(noise.x + 0.61803398875);
float lod, isect_mul;
@@ -172,7 +172,7 @@ void dof_gather_accumulator(float base_radius,
}
#ifdef DOF_FOREGROUND_PASS /* Reduce issue with closer foreground over distant foreground. */
- /* TODO(fclem) this seems to not be completely correct as the issue remains. */
+ /* TODO(@fclem): This seems to not be completely correct as the issue remains. */
float ring_area = (sqr(float(ring) + 0.5 + coc_radius_error) -
sqr(float(ring) - 0.5 + coc_radius_error)) *
sqr(base_radius * unit_sample_radius);