Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/ssr_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl4
13 files changed, 19 insertions, 19 deletions
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 4fcfac36376..e0f52338914 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -116,7 +116,7 @@ vec3 sample_uniform_cone(vec3 rand, float angle)
vec3 sample_uniform_cone(vec3 rand, float angle, vec3 N, vec3 T, vec3 B)
{
vec3 Ht = sample_uniform_cone(rand, angle);
- /* TODO pdf? */
+ /* TODO: pdf? */
return tangent_to_world(Ht, N, T, B);
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
index da34b221104..e5b68637563 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -324,7 +324,7 @@ float dof_coc_max_slight_focus(float coc1, float coc2)
struct DofGatherData {
vec4 color;
float weight;
- float dist; /* TODO remove */
+ float dist; /* TODO: remove. */
/* For scatter occlusion. */
float coc;
float coc_sqr;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
index 6f2619127e3..7689e730bf3 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
@@ -40,9 +40,9 @@ vec4 ssr_get_scene_color_and_mask(vec3 hit_vP, int planar_index, float mip)
}
else {
/* Find hit position in previous frame. */
- /* TODO Combine matrices. */
+ /* TODO: Combine matrices. */
vec3 hit_P = transform_point(ViewMatrixInverse, hit_vP);
- /* TODO real reprojection with motion vectors, etc... */
+ /* TODO: real reprojection with motion vectors, etc... */
uv = project_point(pastViewProjectionMatrix, hit_P).xy * 0.5 + 0.5;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl
index cd574c6c9fd..2f1efd588f7 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl
@@ -89,7 +89,7 @@ void main()
if (fade > 0.5) {
/* Find view vector / reflection plane intersection. */
- /* TODO optimize, use view space for all. */
+ /* TODO: optimize, use view space for all. */
vec3 P_plane = line_plane_intersect(P, V, pd.pl_plane_eq);
vP = transform_point(ViewMatrix, P_plane);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
index b79cd17c567..58bbb825043 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
@@ -23,7 +23,7 @@ layout(location = 0) out vec4 sssRadiance;
void main(void)
{
- vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */
+ vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO: precompute. */
vec2 uvs = gl_FragCoord.xy * pixel_size;
vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
float sss_radius = texture(sssRadius, uvs).r * radii_max_radius.w;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index 165aed2a46f..3c49caf11a9 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -85,7 +85,7 @@ void main()
color_history.rgb = clip_to_aabb(color_history.rgb, min_col.rgb, max_col.rgb, avg_col.rgb);
/* Luminance weighting. */
- /* TODO correct luminance */
+ /* TODO: correct luminance. */
float lum0 = dot(color.rgb, vec3(0.333));
float lum1 = dot(color_history.rgb, vec3(0.333));
float diff = abs(lum0 - lum1) / max(lum0, max(lum1, 0.2));
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 97b31a972e3..ee48c468630 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -35,8 +35,8 @@ vec3 sss_profile(float s)
float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector)
{
float power, falloff;
- /* XXX : Removing Area Power. */
- /* TODO : put this out of the shader. */
+ /* XXX: Removing Area Power. */
+ /* TODO: put this out of the shader. */
if (ld.l_type >= AREA_RECT) {
power = (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0);
if (ld.l_type == AREA_ELLIPSE) {
@@ -134,7 +134,7 @@ vec3 light_translucent(LightData ld, vec3 P, vec3 N, vec4 l_vector, vec2 rand, f
/* Size of a texel in world space.
* FIXME This is only correct if l_right is the same right vector used for shadowmap creation.
* This won't work if the shadow matrix is rotated (soft shadows).
- * TODO precompute */
+ * TODO: precompute. */
float unit_world_in_uv_space = length(mat3(scascade(data_id).shadowmat[int(id)]) * ld.l_right);
float dx_scale = 2.0 * ofs.x / unit_world_in_uv_space;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
index d06ad553ca4..c9af2753baa 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
@@ -1,7 +1,7 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-/* XXX TODO fix code duplication */
+/* XXX TODO: fix code duplication. */
struct CubeData {
vec4 position_type;
vec4 attenuation_fac_type;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index a648e7a8b26..84626eac4cf 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -192,7 +192,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float
vec3 point_on_plane = line_plane_intersect(P, V, pd.pl_plane_eq);
/* How far the pixel is from the plane. */
- float ref_depth = 1.0; /* TODO parameter */
+ float ref_depth = 1.0; /* TODO: parameter. */
/* Compute distorded reflection vector based on the distance to the reflected object.
* In other words find intersection between reflection vector and the sphere center
@@ -278,7 +278,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 P, vec3 N, vec3 localpos)
float ws_dist_point_to_cell = length(ws_point_to_cell);
vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell;
- /* Smooth backface test */
+ /* Smooth back-face test. */
float weight = saturate(dot(ws_light, N));
/* Precomputed visibility */
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
index 2f1fd0ce5f8..dc98a00a1cd 100644
--- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
@@ -176,7 +176,7 @@ float sample_cube_shadow(int shadow_id, vec3 P)
float dist = max(sd(shadow_id).sh_near, max_v3(abs(cubevec)) - sd(shadow_id).sh_bias);
dist = buffer_depth(true, dist, sd(shadow_id).sh_far, sd(shadow_id).sh_near);
/* Manual Shadow Cube Layer indexing. */
- /* TODO Shadow Cube Array. */
+ /* TODO: Shadow Cube Array. */
float face = cubeFaceIndexEEVEE(cubevec);
vec2 coord = cubeFaceCoordEEVEE(cubevec, face, shadowCubeTexture);
/* tex_id == data_id for cube shadowmap */
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index f1476e4f2c4..73c4b521b05 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -101,7 +101,7 @@ struct RayTraceParameters {
};
/* Returns true on hit. */
-/* TODO fclem remove the backface check and do it the SSR resolve code. */
+/* TODO(fclem): remove the back-face check and do it the SSR resolve code. */
bool raytrace(Ray ray,
RayTraceParameters params,
const bool discard_backface,
@@ -151,7 +151,7 @@ bool raytrace(Ray ray,
/* ... and above it with the added thickness. */
hit = hit && (delta > ss_p.z - ss_p.w || abs(delta) < abs(ssray.direction.z * stride * 2.0));
}
- /* Discard backface hits. */
+ /* Discard back-face hits. */
hit = hit && !(discard_backface && prev_delta < 0.0);
/* Reject hit if background. */
hit = hit && (depth_sample != 1.0);
diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
index 1d52dfeab26..a563291bb90 100644
--- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
@@ -63,7 +63,7 @@ vec4 screen_space_refraction(vec3 vP, vec3 N, vec3 V, float ior, float roughness
float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
/* Empirical fit for refraction. */
- /* TODO find a better fit or precompute inside the LUT. */
+ /* TODO: find a better fit or precompute inside the LUT. */
cone_tan *= 0.5 * fast_sqrt(f0_from_ior((ior < 1.0) ? 1.0 / ior : ior));
float cone_footprint = hit_dist * cone_tan;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
index b2d8a383809..5226da57a06 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -2,7 +2,7 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#ifdef MESH_SHADER
-/* TODO tight slices */
+/* TODO: tight slices. */
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#else /* World */
@@ -17,7 +17,7 @@ flat out int slice;
RESOURCE_ID_VARYING
#ifdef MESH_SHADER
-/* TODO tight slices */
+/* TODO: tight slices. */
void main()
{
gl_Layer = slice = int(vPos[0].z);