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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_legacy_stubs.h6
-rw-r--r--source/blender/gpu/GPU_shader.h8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl2
3 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/GPU_legacy_stubs.h b/source/blender/gpu/GPU_legacy_stubs.h
index a195eac9eec..27f805c4d31 100644
--- a/source/blender/gpu/GPU_legacy_stubs.h
+++ b/source/blender/gpu/GPU_legacy_stubs.h
@@ -28,10 +28,10 @@
/** \file GPU_legacy_stubs.h
* \ingroup gpu
*
- * This is to mark the transition to OpenGL core profile
- * The idea is to allow Blender 2.8 to be built with OpenGL 3.3 even if it means breaking things
+ * This is to mark the transition to OpenGL core profile
+ * The idea is to allow Blender 2.8 to be built with OpenGL 3.3 even if it means breaking things
*
- * This file should be removed in the future
+ * This file should be removed in the future
*/
#ifndef __GPU_LEGACY_STUBS_H__
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 7cb841c421a..03e45e63132 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -361,10 +361,10 @@ typedef enum GPUBuiltinShader {
GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;
-/* Keep these in sync with:
- * gpu_shader_image_interlace_frag.glsl
- * gpu_shader_image_rect_interlace_frag.glsl
- **/
+/** Keep these in sync with:
+ * - `gpu_shader_image_interlace_frag.glsl`
+ * - `gpu_shader_image_rect_interlace_frag.glsl`
+ */
typedef enum GPUInterlaceShader {
GPU_SHADER_INTERLACE_ROW = 0,
GPU_SHADER_INTERLACE_COLUMN = 1,
diff --git a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
index fc0c8609069..e2af83ec529 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
@@ -9,6 +9,6 @@ void main()
{
fragColor = texture(image, texCoord_interp).r * color.rgba;
/* Premul by alpha (not texture alpha)
- * Use blending function GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); */
+ * Use blending function GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); */
fragColor.rgb *= color.a;
}