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Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl22
10 files changed, 61 insertions, 61 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
index 3f3bfa5410c..bec565be1df 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
@@ -30,15 +30,15 @@ void main()
fillColor = (is_selected) ? selectColor : deselect_col;
outlineColor = (is_pinned) ? pinnedColor : vec4(fillColor.rgb, 0.0);
- // calculate concentric radii in pixels
+ /* Calculate concentric radii in pixels. */
float radius = 0.5 * pointSize;
- // start at the outside and progress toward the center
+ /* Start at the outside and progress toward the center. */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
- // convert to PointCoord units
+ /* Convert to PointCoord units. */
radii /= pointSize;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
index a7681353d49..1453393aa9f 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -10,13 +10,13 @@ void main()
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
- // calculate concentric radii in pixels
+ /* calculate concentric radii in pixels */
float radius = 0.5 * size;
- // start at the outside and progress toward the center
+ /* start at the outside and progress toward the center */
radii[0] = radius;
radii[1] = radius - 1.0;
- // convert to PointCoord units
+ /* convert to PointCoord units */
radii /= size;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
index a3439ebe3c4..5c555b2d3e7 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -11,15 +11,15 @@ void main()
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
- // calculate concentric radii in pixels
+ /* calculate concentric radii in pixels */
float radius = 0.5 * size;
- // start at the outside and progress toward the center
+ /* start at the outside and progress toward the center */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
- // convert to PointCoord units
+ /* convert to PointCoord units */
radii /= size;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
index 287bd351534..3eec271913a 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
@@ -14,15 +14,15 @@ void main()
gl_PointSize = size;
fillColor = color;
- // calculate concentric radii in pixels
+ /* Calculate concentric radii in pixels. */
float radius = 0.5 * size;
- // start at the outside and progress toward the center
+ /* Start at the outside and progress toward the center. */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
- // convert to PointCoord units
+ /* Convert to PointCoord units. */
radii /= size;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
index 8bd344ed0e7..fb5506a778d 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
@@ -15,16 +15,16 @@ void main()
gl_Position = ModelViewProjectionMatrix * pos_4d;
gl_PointSize = size;
- // calculate concentric radii in pixels
+ /* calculate concentric radii in pixels */
float radius = 0.5 * size;
- // start at the outside and progress toward the center
+ /* start at the outside and progress toward the center */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
- // convert to PointCoord units
+ /* convert to PointCoord units */
radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
index 21c925560b9..da6e6502e62 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
@@ -69,10 +69,10 @@ void main(void)
vec4 P3 = gl_in[3].gl_Position;
/* get the four vertices passed to the shader */
- vec2 sp0 = toScreenSpace(P0); // start of previous segment
- vec2 sp1 = toScreenSpace(P1); // end of previous segment, start of current segment
- vec2 sp2 = toScreenSpace(P2); // end of current segment, start of next segment
- vec2 sp3 = toScreenSpace(P3); // end of next segment
+ vec2 sp0 = toScreenSpace(P0); /* start of previous segment */
+ vec2 sp1 = toScreenSpace(P1); /* end of previous segment, start of current segment */
+ vec2 sp2 = toScreenSpace(P2); /* end of current segment, start of next segment */
+ vec2 sp3 = toScreenSpace(P3); /* end of next segment */
/* culling outside viewport */
vec2 area = Viewport * 4.0;
@@ -100,8 +100,8 @@ void main(void)
vec2 n2 = vec2(-v2.y, v2.x);
/* determine miter lines by averaging the normals of the 2 segments */
- vec2 miter_a = normalize(n0 + n1); // miter at start of current segment
- vec2 miter_b = normalize(n1 + n2); // miter at end of current segment
+ vec2 miter_a = normalize(n0 + n1); /* miter at start of current segment */
+ vec2 miter_b = normalize(n1 + n2); /* miter at end of current segment */
/* determine the length of the miter by projecting it onto normal and then inverse it */
float an1 = dot(miter_a, n1);
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
index a8e9c620535..52d59d2030f 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
@@ -8,13 +8,13 @@ void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
- // transparent outside of point
- // --- 0 ---
- // smooth transition
- // --- 1 ---
- // pure point color
- // ...
- // dist = 0 at center of point
+ /* transparent outside of point
+ * --- 0 ---
+ * smooth transition
+ * --- 1 ---
+ * pure point color
+ * ...
+ * dist = 0 at center of point */
fragColor.rgb = color.rgb;
fragColor.a = mix(color.a, 0.0, smoothstep(radii[1], radii[0], dist));
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
index 1c1301dd818..2ece73b3845 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
@@ -9,17 +9,17 @@ void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
- // transparent outside of point
- // --- 0 ---
- // smooth transition
- // --- 1 ---
- // pure outline color
- // --- 2 ---
- // smooth transition
- // --- 3 ---
- // pure point color
- // ...
- // dist = 0 at center of point
+ /* transparent outside of point
+ * --- 0 ---
+ * smooth transition
+ * --- 1 ---
+ * pure outline color
+ * --- 2 ---
+ * smooth transition
+ * --- 3 ---
+ * pure point color
+ * ...
+ * dist = 0 at center of point */
float midStroke = 0.5 * (radii[1] + radii[2]);
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
index 11694de38ca..1d936e4e072 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
@@ -9,17 +9,17 @@ void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
- // transparent outside of point
- // --- 0 ---
- // smooth transition
- // --- 1 ---
- // pure outline color
- // --- 2 ---
- // smooth transition
- // --- 3 ---
- // pure fill color
- // ...
- // dist = 0 at center of point
+ /* transparent outside of point
+ * --- 0 ---
+ * smooth transition
+ * --- 1 ---
+ * pure outline color
+ * --- 2 ---
+ * smooth transition
+ * --- 3 ---
+ * pure fill color
+ * ...
+ * dist = 0 at center of point */
float midStroke = 0.5 * (radii[1] + radii[2]);
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
index 6d997ec14cc..c9bd9e881bf 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
@@ -8,17 +8,17 @@ void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
- // transparent outside of point
- // --- 0 ---
- // smooth transition
- // --- 1 ---
- // pure outline color
- // --- 2 ---
- // smooth transition
- // --- 3 ---
- // pure fill color
- // ...
- // dist = 0 at center of point
+ /* transparent outside of point
+ * --- 0 ---
+ * smooth transition
+ * --- 1 ---
+ * pure outline color
+ * --- 2 ---
+ * smooth transition
+ * --- 3 ---
+ * pure fill color
+ * ...
+ * dist = 0 at center of point */
float midStroke = 0.5 * (radii[1] + radii[2]);