diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
5 files changed, 7 insertions, 6 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 05496ad4ab0..4ee21cf8c2e 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -201,6 +201,6 @@ float cone_cosine(float r) // return cos(2.0 * sqrt(2.0 / (gloss + 2))); /* Uludag 2014 in GPUPro5 */ // return pow(0.244, 1 / (gloss + 1)); - /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/ + /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion. */ return exp2(-3.32193 * r * r); } diff --git a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl index 38ae3972aa7..f66f45635f4 100644 --- a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl @@ -99,7 +99,7 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) cl.flag = cl1.flag | cl2.flag; cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac); bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); - /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/ + /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz). */ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; @@ -122,7 +122,7 @@ Closure closure_add(Closure cl1, Closure cl2) cl.flag = cl1.flag | cl2.flag; cl.ssr_data = cl1.ssr_data + cl2.ssr_data; bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); - /* When mixing SSR don't blend roughness and normals.*/ + /* When mixing SSR don't blend roughness and normals. */ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl index d7996ab4bd1..c935eca6a39 100644 --- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl @@ -37,7 +37,7 @@ layout(std140) uniform common_block int prbIrradianceVisSize; float prbIrradianceSmooth; float prbLodCubeMax; - /* Misc*/ + /* Misc */ int rayType; float rayDepth; float alphaHashOffset; diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl index 276ab119fab..f349806d37e 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl @@ -25,7 +25,8 @@ flat out float spritesize; /* Load 4 Circle of confusion values. texel_co is centered around the 4 taps. */ vec4 fetch_cocs(vec2 texel_co) { - /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations.*/ + /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations. + */ #if 0 // GPU_ARB_texture_gather vec2 uvs = texel_co / vec2(textureSize(cocBuffer, 0)); /* Reminder: Samples order is CW starting from top left. */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 356ed102928..97b31a972e3 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -49,7 +49,7 @@ float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector) } else if (ld.l_type == SUN) { power = 1.0 / (1.0 + (ld.l_radius * ld.l_radius * 0.5)); - power *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power*/ + power *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power. */ power *= M_2PI * 0.78; /* Matching cycles with point light. */ power *= 0.082; /* XXX ad hoc, empirical */ falloff = dot(N, -ld.l_forward); |