diff options
Diffstat (limited to 'source/blender/draw/modes/shaders')
3 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index 4c540d2b478..da86f7a7086 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -3,13 +3,13 @@ * This is less bandwidth intensive than fetching the vertex attributes * but does more ALU work per vertex. This also reduce the number * of data the CPU has to precompute and transfert for each update. - **/ + */ /** * hairStrandsRes: Number of points per hair strand. * 2 - no subdivision * 3+ - 1 or more interpolated points per hair. - **/ + */ uniform int hairStrandsRes = 8; /** @@ -17,7 +17,7 @@ uniform int hairStrandsRes = 8; * 1 - Wire Hair: Only one pixel thick, independent of view distance. * 2 - Polystrip Hair: Correct width, flat if camera is parallel. * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support. - **/ + */ uniform int hairThicknessRes = 1; /* Hair thickness shape. */ @@ -58,7 +58,7 @@ void unpack_strand_data(uint data, out int strand_offset, out int strand_segment * children particle modifiers being evaluated at this stage. * * If no more subdivision is needed, we can skip this step. - **/ + */ #ifdef HAIR_PHASE_SUBDIV int hair_get_base_id(float local_time, int strand_segments, out float interp_time) @@ -104,7 +104,7 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v /* -- Drawing stage -- */ /** * For final drawing, the vertex index and the number of vertex per segment - **/ + */ #ifndef HAIR_PHASE_SUBDIV int hair_get_strand_id(void) diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index dbad525c281..5e43745172e 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -7,7 +7,7 @@ * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complexe. * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. - **/ + */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) #define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl index 5a2913fc2e2..7d89676fd47 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl @@ -42,7 +42,7 @@ uniform int gridFlag; * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complexe. * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. - **/ + */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) #define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) |