diff options
Diffstat (limited to 'source/blender/draw/engines/eevee')
16 files changed, 22 insertions, 22 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index 36ddd68aea9..058215bc8ff 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -238,7 +238,7 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved * [Downsample] [Upsample] * v | * Color Downsampled [1/N] ─────────────────────────┘ - **/ + */ DRWShadingGroup *grp; const bool use_highres = true; const bool use_antiflicker = true; diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 7f754a5a466..00d9420004b 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -194,7 +194,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_ * - Shoot quads for every pixel and expand it depending on the CoC. * Do one pass for near Dof and one pass for far Dof. * - Finally composite the 2 blurred buffers with the original render. - **/ + */ DRWShadingGroup *grp; struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); const bool use_alpha = !DRW_state_draw_background(); diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 0090ab338d2..9cb678bb875 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -465,7 +465,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l /** * Simple downsampling algorithm. Reconstruct mip chain up to mip level. - **/ + */ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level) { EEVEE_FramebufferList *fbl = vedata->fbl; @@ -481,7 +481,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le /** * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level. - **/ + */ void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level) { EEVEE_FramebufferList *fbl = vedata->fbl; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index db7d5be7cf6..05e5127f950 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -721,7 +721,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) * Point are distributed in a way that when they are orthogonaly * projected into any plane, the resulting distribution is (close to) * a uniform disc distribution. - **/ + */ static void sample_ball(int sample_ofs, float radius, float rsample[3]) { double ht_point[3]; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index efe53bcbf19..44daa7e34f3 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -354,7 +354,7 @@ static char *eevee_get_volume_defines(int options) /** * ssr_id can be null to disable ssr contribution. - **/ + */ static void add_standard_uniforms( DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int *ssr_id, float *refract_depth, @@ -539,7 +539,7 @@ static void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float * when Z = 1, and top-left corner if Z = 1. * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed) * distance from the near plane to the far clip plane. - **/ + */ copy_v4_v4(r_viewvecs[0], view_vecs[0]); /* we need to store the differences */ @@ -842,7 +842,7 @@ struct GPUMaterial *EEVEE_material_hair_get( /** * Create a default shading group inside the given pass. - **/ + */ static struct DRWShadingGroup *EEVEE_default_shading_group_create( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass, bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method) @@ -871,7 +871,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create( /** * Create a default shading group inside the default pass without standard uniforms. - **/ + */ static struct DRWShadingGroup *EEVEE_default_shading_group_get( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob, ParticleSystem *psys, ModifierData *md, @@ -919,7 +919,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get( /** * Create a default shading group inside the lookdev pass without standard uniforms. - **/ + */ static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, bool use_ssr, int shadow_method) diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 050870292ab..8b0eba7cc6f 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -195,7 +195,7 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) * - Then we use this angle to compute occlusion with the shading normal at * the shading stage. This let us do correct shadowing for each diffuse / specular * lobe present in the shader using the correct normal. - **/ + */ psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 5fe01440896..6bdf3aaca56 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -378,7 +378,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) * for "every" positions in the frustum. We only need to sample * them and blend the scene color with those factors. This also * work for alpha blended materials. - **/ + */ /* World pass is not additive as it also clear the buffer. */ psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR); diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index f06a17a8e44..6ac379c3845 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -24,7 +24,7 @@ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. - **/ + */ uniform sampler2D sourceBuffer; /* Buffer to filter */ uniform vec2 sourceBufferTexelSize; diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl index 92fd36f684a..f3485f9120b 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl @@ -81,7 +81,7 @@ void main() * | Origin \ * -1 0 --------------- 2 * -1 0 1 ex - **/ + */ gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */ gl_Position.y = float(v_id % 2) * extend - 1.0; gl_Position.z = 0.0; diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl index 79f86cfae58..5f5d60cb3c5 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl @@ -1,6 +1,6 @@ /** * Simple downsample shader. Takes the average of the 4 texels of lower mip. - **/ + */ uniform samplerCube source; uniform float texelSize; diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl index 8f06e161a20..a9e850ca04d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl @@ -1,6 +1,6 @@ /** * Simple downsample shader. Takes the average of the 4 texels of lower mip. - **/ + */ uniform sampler2D source; uniform float fireflyFactor; diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl index d12b5232968..6a223ddc1fe 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl @@ -1,7 +1,7 @@ /** * This shader only compute maximum horizon angles for each directions. * The final integration is done at the resolve stage with the shading normal. - **/ + */ uniform float rotationOffset; diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index edfd0f307e9..e7b51b8fb55 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -2,7 +2,7 @@ * Shader that downsample depth buffer, * saving min and max value of each texel in the above mipmaps. * Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ - **/ + */ #ifdef LAYERED uniform sampler2DArray depthBuffer; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl index d629195b815..3b8a044154b 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl @@ -1,6 +1,6 @@ /** * Simple downsample shader. Takes the average of the 4 texels of lower mip. - **/ + */ uniform sampler2DArray source; uniform float fireflyFactor; diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index a1392de9559..42bd486a4a5 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -4,7 +4,7 @@ * Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt. * ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016. * Project page: https://eheitzresearch.wordpress.com/415-2/ - **/ + */ #define USE_LTC @@ -33,7 +33,7 @@ float diffuse_sphere_integral(float avg_dir_z, float form_factor) * An extended version of the implementation from * "How to solve a cubic equation, revisited" * http://momentsingraphics.de/?p=105 - **/ + */ vec3 solve_cubic(vec4 coefs) { /* Normalize the polynomial */ diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl index d77f95b98c1..17174e6d4ff 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl @@ -19,7 +19,7 @@ void main() * | \ * -1 0 --------------- 2 * -1 0 1 ex - **/ + */ vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */ vPos.y = float(v_id % 2) * 4.0 - 1.0; vPos.z = float(t_id); |