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-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl20
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c2
19 files changed, 34 insertions, 34 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);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 0185e192f5c..5e4e594ecb5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -2,7 +2,7 @@
* Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois
* https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/
* Converted and adapted from HLSL to GLSL by Clément Foucault
- **/
+ */
uniform mat4 ProjectionMatrix;
uniform vec2 invertedViewportSize;
@@ -44,7 +44,7 @@ float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs.
/**
* ----------------- STEP 0 ------------------
* Custom Coc aware downsampling. Half res pass.
- **/
+ */
#ifdef PREPARE
layout(location = 0) out vec4 halfResColor;
@@ -91,7 +91,7 @@ void main()
/**
* ----------------- STEP 0.5 ------------------
* Custom Coc aware downsampling. Quater res pass.
- **/
+ */
#ifdef DOWNSAMPLE
layout(location = 0) out vec4 outColor;
@@ -135,7 +135,7 @@ void main()
/**
* ----------------- STEP 1 ------------------
* Flatten COC buffer using max filter.
- **/
+ */
#if defined(FLATTEN_VERTICAL) || defined(FLATTEN_HORIZONTAL)
layout(location = 0) out vec2 flattenedCoc;
@@ -170,7 +170,7 @@ void main()
/**
* ----------------- STEP 1.ax------------------
* Dilate COC buffer using min filter.
- **/
+ */
#if defined(DILATE_VERTICAL) || defined(DILATE_HORIZONTAL)
layout(location = 0) out vec2 dilatedCoc;
@@ -205,7 +205,7 @@ void main()
* ----------------- STEP 2 ------------------
* Blur vertically and diagonally.
* Outputs vertical blur and combined blur in MRT
- **/
+ */
#ifdef BLUR1
layout(location = 0) out vec4 blurColor;
@@ -290,7 +290,7 @@ void main()
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- **/
+ */
#ifdef BLUR2
out vec4 finalColor;
@@ -298,7 +298,7 @@ void main()
{
/* Half Res pass */
vec2 pixel_size = 1.0 / vec2(textureSize(blurTex, 0).xy);
- vec2 uv = gl_FragCoord.xy * pixel_size.xy;
+ vec2 uv = gl_FragCoord.xy * pixel_size.xy;
float coc = decode_coc(texture(inputCocTex, uv).rg);
/* Only use this filter if coc is > 9.0
* since this filter is not weighted by CoC
@@ -344,7 +344,7 @@ void main()
/**
* ----------------- STEP 4 ------------------
- **/
+ */
#ifdef RESOLVE
out vec4 finalColor;
@@ -362,4 +362,4 @@ void main()
finalColor = texture(halfResColorTex, uv);
finalColor.a = smoothstep(1.0, 3.0, abs(coc));
}
-#endif \ No newline at end of file
+#endif
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index fb8a3b47c54..b4175935b7a 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -763,7 +763,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
* Similar to workbench forward. Duplicated code to avoid
* spaghetti with workbench forward. It would be great if we unify
* this in a clean way.
- **/
+ */
if (OIT_ENABLED(wpd)) {
const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index b12aa5f90bc..c6aeefcef3b 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -47,7 +47,7 @@ extern char datatoc_workbench_effect_dof_frag_glsl[];
/**
* Transform [-1..1] square to unit circle.
- **/
+ */
static void square_to_circle(float x, float y, float *r, float *T)
{
if (x > -y) {