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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/random_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl2
21 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index cdc453eed40..d4e3b879426 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -338,7 +338,7 @@ float diffuse_occlusion(
* radius2 : Second caps’ radius (in radians)
* dist : Distance between caps (radians between centers of caps)
* Note: Result is divided by pi to save one multiply.
- **/
+ */
float spherical_cap_intersection(float radius1, float radius2, float dist)
{
/* From "Ambient Aperture Lighting" by Chris Oat
@@ -407,7 +407,7 @@ OcclusionData occlusion_load(vec3 vP, float custom_occlusion)
data = unpack_occlusion_data(texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0));
}
#else
- /* For blended surfaces. */
+ /* For blended surfaces. */
data = occlusion_search(vP, maxzBuffer, aoDistance, 0.0, 8.0);
#endif
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 7ce95a4aff2..4fcfac36376 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -1,7 +1,7 @@
/**
* Sampling distribution routines for Monte-carlo integration.
- **/
+ */
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
index 2f1298e2707..c8c3fa548fc 100644
--- a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
@@ -83,7 +83,7 @@ void main()
btdf_accum = 0.0;
}
- /* There is place to put multiscater result (which is a little bit different still)
- * and / or lobe fitting for better sampling of */
+ /* There is place to put multi-scatter result (which is a little bit different still)
+ * and / or lobe fitting for better sampling of. */
FragColor = vec4(btdf_accum, fresnel_accum, 0.0, 1.0);
}
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
index 94dd1a439db..e5cbc487e93 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
@@ -19,7 +19,7 @@
* CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction);
* // Get the cl_out
* closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance;
- **/
+ */
#define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \
ClosureInputCommon in_common = CLOSURE_INPUT_COMMON_DEFAULT; \
@@ -291,7 +291,7 @@ ClosurePlanarData closure_planar_eval_init(inout ClosureEvalCommon cl_common)
ClosurePlanarData planar;
planar.attenuation = 0.0;
- /* Find planar with the maximum weight. TODO(fclem) */
+ /* TODO(fclem): Find planar with the maximum weight. */
for (int i = 0; i < prbNumPlanar && i < MAX_PLANAR; i++) {
float attenuation = probe_attenuation_planar(planars_data[i], cl_common.P);
if (attenuation > planar.attenuation) {
diff --git a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
index 821859b3228..c3325ec4286 100644
--- a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
@@ -27,7 +27,7 @@ const float lut_btdf_layer_count = 16.0;
* x : Uniformly distributed value [0..1] (noise 1).
* y : Uniformly distributed value [0..1] (noise 2).
* z,w : Uniformly distributed point on the unit circle [-1..1] (noise 3).
- **/
+ */
#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
/* Return texture coordinates to sample Surface LUT. */
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
index 40e4c5a313e..5fd00986adc 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
@@ -5,7 +5,7 @@
* a perfect circle.
* We correct samples spacing for polygonal bokeh shapes. However, we do not for anamorphic bokeh
* as it is way more complex and expensive to do.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
index 22e6f929f36..0cbf92466aa 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
@@ -2,7 +2,7 @@
/**
* Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to
* their neighborhood. This pass is repeated multiple time until the maximum CoC can be covered.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl
index c477e0f6eb8..c33eda0acd2 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_downsample_frag.glsl
@@ -4,7 +4,7 @@
*
* Pretty much identical to the setup pass but get CoC from buffer. Also does not
* weight luma for the bilateral weights.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl
index 78c80438f60..aa72cda4fb7 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_filter_frag.glsl
@@ -4,7 +4,7 @@
*
* This is a simple 3x3 median filter to avoid dilating highlights with a 3x3 max filter even if
* cheaper.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
index bd81171c759..48195a1daea 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
@@ -5,7 +5,7 @@
* Output min and max values for each tile and for both foreground & background.
* Also outputs min intersectable CoC for the background, which is the minimum CoC
* that comes from the background pixels.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
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 8c2633084db..39a7e8fb931 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
@@ -7,7 +7,7 @@
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
- **/
+ */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
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 dac53719149..da34b221104 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -395,7 +395,7 @@ void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2],
/**
* If a CoC is larger than bordering radius we accumulate it to the general accumulator.
* If not, we accumulate to the ring bucket. This is to have more consistent sample occlusion.
- **/
+ */
float accum_weight = dof_gather_accum_weight(pair_data[i].coc, bordering_radius, first_ring);
dof_gather_accumulate_sample(pair_data[i], weight * accum_weight, accum_data);
dof_gather_accumulate_sample(pair_data[i], weight * (1.0 - accum_weight), ring_data);
@@ -607,7 +607,7 @@ ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id)
* . . . . .
*
* Samples are expected to be mirrored to complete the pattern.
- **/
+ */
ivec2 offset;
if (sample_id < ring_distance) {
offset.x = ring_distance;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
index 51a139ad343..1b5b305dfc1 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
@@ -2,14 +2,14 @@
/**
* Reduce pass: Downsample the color buffer to generate mipmaps.
* Also decide if a pixel is to be convolved by scattering or gathering during the first pass.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
/** Inputs:
* COPY_PASS: Is output of setup pass (halfres) and downsample pass (quarter res).
* REDUCE_PASS: Is previous Gather input miplvl (halfres >> miplvl).
- **/
+ */
uniform sampler2D colorBuffer;
uniform sampler2D cocBuffer;
uniform sampler2D downsampledBuffer;
@@ -23,7 +23,7 @@ uniform float colorNeighborClamping;
/** Outputs:
* COPY_PASS: Gather input mip0.
* REDUCE_PASS: Is next Gather input miplvl (halfres >> miplvl).
- **/
+ */
layout(location = 0) out vec4 outColor;
layout(location = 1) out float outCoc;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index 32841b7749c..57027c71156 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -34,7 +34,7 @@ out vec4 fragColor;
void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_weight)
{
- /* offset coord to avoid correlation with sampling pattern. */
+ /* offset coord to avoid correlation with sampling pattern. */
vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy + 7.0);
DofGatherData fg_accum = GATHER_DATA_INIT;
@@ -199,7 +199,7 @@ void main(void)
fragColor = fragColor * (1.0 - layer_weight) + layer_color;
}
- /* Fix float precision issue in alpha compositing. */
+ /* Fix float precision issue in alpha compositing. */
if (fragColor.a > 0.99) {
fragColor.a = 1.0;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
index 704bbf6d999..06dcbeaed66 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
@@ -4,7 +4,7 @@
*
* We only scatter one triangle per sprite and one sprite per 4 pixels to reduce vertex shader
* invocations and overdraw.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
index d1ecc0fc244..235145b221b 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl
@@ -4,7 +4,7 @@
*
* An addition to the downsample CoC, we output the maximum slight out of focus CoC to be
* sure we don't miss a pixel.
- **/
+ */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index c9b5d0dea36..a648e7a8b26 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -208,7 +208,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float
/* TODO: If we support non-ssr planar reflection, we should blur them with gaussian
* and chose the right mip depending on the cone footprint after projection */
- /* NOTE: X is inverted here to compensate inverted drawing. */
+ /* NOTE: X is inverted here to compensate inverted drawing. */
vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
return radiance;
diff --git a/source/blender/draw/engines/eevee/shaders/random_lib.glsl b/source/blender/draw/engines/eevee/shaders/random_lib.glsl
index 25a3e0f56b4..3a4ae257bbe 100644
--- a/source/blender/draw/engines/eevee/shaders/random_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/random_lib.glsl
@@ -1,7 +1,7 @@
/**
* Random numbers and low discrepency sequences utilities.
- **/
+ */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 1b2135646c9..f1476e4f2c4 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -90,7 +90,7 @@ ScreenSpaceRay raytrace_screenspace_ray_create(Ray ray, float thickness)
}
struct RayTraceParameters {
- /** ViewSpace thickness the objects */
+ /** ViewSpace thickness the objects. */
float thickness;
/** Jitter along the ray to avoid banding artifact when steps are too large. */
float jitter;
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
index 0acb35b2399..0efa7b80b0b 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -1,4 +1,4 @@
-/** This describe the entire interface of the shader. */
+/** This describe the entire interface of the shader. */
#define SURFACE_INTERFACE \
vec3 worldPosition; \
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index 788e621c3c1..c48c3bffaef 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -70,7 +70,7 @@ vec3 light_volume(LightData ld, vec4 l_vector)
* Using "Point Light Attenuation Without Singularity" from Cem Yuksel
* http://www.cemyuksel.com/research/pointlightattenuation/pointlightattenuation.pdf
* http://www.cemyuksel.com/research/pointlightattenuation/
- **/
+ */
float d = l_vector.w;
float d_sqr = sqr(d);
float r_sqr = ld.l_volume_radius;