diff options
Diffstat (limited to 'source/blender/draw/engines/eevee')
9 files changed, 11 insertions, 10 deletions
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 77e7291b78d..4748323d6a7 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -626,7 +626,7 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl, if (txl->dof_reduced_color) { /* TODO(fclem) In the future, we need to check if mip_count did not change. - * For now it's ok as we always define all mip level.*/ + * For now it's ok as we always define all mip level. */ if (res[0] != GPU_texture_width(txl->dof_reduced_color) || res[1] != GPU_texture_width(txl->dof_reduced_color)) { DRW_TEXTURE_FREE_SAFE(txl->dof_reduced_color); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 485ed9273a8..cdd66759308 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -1480,7 +1480,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float eevee_lightbake_delete_resources(lbake); - /* Free GPU smoke textures and the smoke domain list correctly: See also T73921.*/ + /* Free GPU smoke textures and the smoke domain list correctly: See also T73921. */ EEVEE_volumes_free_smoke_textures(); } diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index 7fd39007263..129822ed8a9 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -315,7 +315,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (!DRW_pass_is_empty(psl->sss_translucency_ps)) { /* We sample the shadow-maps using normal sampler. We need to disable Comparison mode. - * TODO(fclem): avoid this by using sampler objects.*/ + * TODO(fclem): avoid this by using sampler objects. */ GPU_texture_compare_mode(sldata->shadow_cube_pool, false); GPU_texture_compare_mode(sldata->shadow_cascade_pool, false); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index eed36221fcb..56c5b367f7e 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -709,7 +709,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRW_stats_group_start("Volumetrics"); /* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode. - * TODO(fclem): avoid this by using sampler objects.*/ + * TODO(fclem): avoid this by using sampler objects. */ GPU_texture_compare_mode(sldata->shadow_cube_pool, true); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); 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); |