From 012e41fc8b6bf8c096988bfb49725be2b4766d94 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 31 Jan 2022 10:29:46 +1100 Subject: Cleanup: use our own conventions for tags in comments --- source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl | 2 +- source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl | 2 +- source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl | 2 +- .../gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl index 01a16e194ca..ab6024b073d 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl @@ -18,7 +18,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result) result.radiance = out_Diffuse_0.radiance; - /* TODO(fclem) Try to not use this. */ + /* TODO(@fclem): Try to not use this. */ closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index bba84c2be52..c97fc090fe2 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -166,7 +166,7 @@ void node_bsdf_principled(vec4 base_color, float btdf = (do_multiscatter != 0.0) ? 1.0 : btdf_lut(NV, in_Refraction_3.roughness, in_Refraction_3.ior).x; - /* TODO(fclem) This could be going to a transmission render pass instead. */ + /* TODO(@fclem): This could be going to a transmission render pass instead. */ out_Refraction_3.radiance *= btdf; out_Refraction_3.radiance = render_pass_glossy_mask(vec3(1), out_Refraction_3.radiance); out_Refraction_3.radiance *= base_color.rgb; diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl index 7cbc7218f5c..8a42a131f43 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl @@ -21,7 +21,7 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl result.radiance = out_Refraction_0.radiance; - /* TODO(fclem) Try to not use this. */ + /* TODO(@fclem): Try to not use this. */ result.ssr_normal = normal_encode(mat3(ViewMatrix) * in_Refraction_0.N, viewCameraVec(viewPosition)); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl index d0c159cdf37..20b634aa801 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl @@ -22,7 +22,7 @@ void node_subsurface_scattering(vec4 color, closure_load_sss_data(scale, out_Diffuse_0.radiance, color.rgb, int(sss_id), result); - /* TODO(fclem) Try to not use this. */ + /* TODO(@fclem): Try to not use this. */ closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result); } -- cgit v1.2.3