diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
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; |