From 76471dbd5e2efbbc3a4d4b3a1a26fe0649f31cff Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 30 Nov 2021 09:10:05 +1100 Subject: Cleanup: capitalize NOTE tag --- source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl | 4 ++-- source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl | 2 +- .../engines/workbench/shaders/workbench_transparent_accum_frag.glsl | 2 +- source/blender/draw/intern/shaders/common_fxaa_lib.glsl | 2 +- source/blender/draw/intern/shaders/common_view_lib.glsl | 2 +- 5 files changed, 6 insertions(+), 6 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index 41d6db7f726..1061b2f91a2 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -283,7 +283,7 @@ void occlusion_eval(OcclusionData data, bent_normal = N; } else { - /* Note: using pow(visibility, 6.0) produces NaN (see T87369). */ + /* NOTE: using pow(visibility, 6.0) produces NaN (see T87369). */ float tmp = saturate(pow6(visibility)); bent_normal = normalize(mix(bent_normal, N, tmp)); } @@ -337,7 +337,7 @@ float diffuse_occlusion( * radius1 : First cap’s radius (arc length in radians) * radius2 : Second caps’ radius (in radians) * dist : Distance between caps (radians between centers of caps) - * Note: Result is divided by pi to save one multiply. + * NOTE: Result is divided by pi to save one multiply. */ float spherical_cap_intersection(float radius1, float radius2, float dist) { diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl index 3c49caf11a9..c54621f123d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -24,7 +24,7 @@ out vec4 FragColor; */ vec3 clip_to_aabb(vec3 color, vec3 minimum, vec3 maximum, vec3 average) { - /* note: only clips towards aabb center (but fast!) */ + /* NOTE: only clips towards aabb center (but fast!) */ vec3 center = 0.5 * (maximum + minimum); vec3 extents = 0.5 * (maximum - minimum); vec3 dist = color - center; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index fd4d00d96dd..3f113fd4b2e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -11,7 +11,7 @@ layout(location = 0) out vec4 transparentAccum; layout(location = 1) out vec4 revealageAccum; -/* Note: Blending will be skipped on objectId because output is a non-normalized integer buffer. */ +/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */ layout(location = 2) out uint objectId; /* Special function only to be used with calculate_transparent_weight(). */ diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl index 0ecfc397e95..bf59972fbaa 100644 --- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl @@ -296,7 +296,7 @@ NOTE the other tuning knobs are now in the shader function inputs! /* (#B1#) */ float FxaaLuma(vec4 rgba) { - /* note: sqrt because the sampled colors are in a linear colorspace! + /* NOTE: sqrt because the sampled colors are in a linear colorspace! * this approximates a perceptual conversion, which is good enough for the * algorithm */ return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722))); diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index a980b87821a..e9912ba7d9a 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -179,7 +179,7 @@ uniform mat4 ModelMatrixInverse; * transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse) * * Knowing that the view matrix is orthogonal, the transpose is also the inverse. - * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse. + * NOTE: This is only valid because we are only using the mat3 of the ViewMatrixInverse. * ViewMatrix * transpose(ModelMatrixInverse) */ #define NormalMatrix transpose(mat3(ModelMatrixInverse)) -- cgit v1.2.3