diff options
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.glsl | 8 |
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); |