From c4eb70e54390083a8f2d98fa1eeed68eaeafa5ff Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 16 Aug 2022 10:30:23 +1000 Subject: Cleanup: format --- source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc | 2 +- source/blender/draw/engines/eevee_next/eevee_motion_blur.cc | 2 +- .../engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl | 4 ++-- .../engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl | 4 ++-- .../eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl | 4 ++-- .../engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl | 2 +- 6 files changed, 9 insertions(+), 9 deletions(-) (limited to 'source/blender/draw/engines/eevee_next') diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc index 3700076153e..afabeb8b729 100644 --- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc @@ -765,4 +765,4 @@ void DepthOfField::render(GPUTexture **input_tx, /** \} */ -} // namespace blender::eevee \ No newline at end of file +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc index 660eb9f1e22..d9545e2e972 100644 --- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc @@ -259,4 +259,4 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx) /** \} */ -} // namespace blender::eevee \ No newline at end of file +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl index 67e6c8ec7d2..49c93ca63cd 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl @@ -134,8 +134,8 @@ void main() { /** * NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear - * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined - * value and tile border will be noticeable in the final image. + * filtering in the resolve pass. Not outputting to a tile means that border texels have + * undefined value and tile border will be noticeable in the final image. */ cache_init(); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl index 201e8ac9ba1..cf8dd7a36e6 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl @@ -2,8 +2,8 @@ /** * Gather pass: Convolve foreground and background parts in separate passes. * - * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color. - * A fast gather path is taken if there is not many CoC variation inside the tile. + * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene + *color. A fast gather path is taken if there is not many CoC variation inside the tile. * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring * rotation to ensure maximum coverage. diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl index 1b42d21ed65..5cdabbc2d4b 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl @@ -2,8 +2,8 @@ /** * Holefill pass: Gather background parts where foreground is present. * - * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color. - * A fast gather path is taken if there is not many CoC variation inside the tile. + * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene + *color. A fast gather path is taken if there is not many CoC variation inside the tile. * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring * rotation to ensure maximum coverage. diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl index 5c50a2252bd..9d231c6bd37 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl @@ -51,4 +51,4 @@ void main() out_debug_color_add = vec4(color.rgb, 0.0) * 0.2; out_debug_color_mul = color; -} \ No newline at end of file +} -- cgit v1.2.3