From a4ab4794cf2f4aacb229c70a936bccbb9a571ae6 Mon Sep 17 00:00:00 2001 From: orbea Date: Wed, 3 Jan 2018 14:29:50 -0800 Subject: [PATCH] C89_BUILD: Remove c++ style comments --- .../gl_shaders/pipeline_snow.glsl.frag.h | 18 ++++++++++-------- .../pipeline_snow_simple.glsl.frag.h | 18 ++++++++++-------- 2 files changed, 20 insertions(+), 16 deletions(-) diff --git a/gfx/drivers/gl_shaders/pipeline_snow.glsl.frag.h b/gfx/drivers/gl_shaders/pipeline_snow.glsl.frag.h index 2f4d96f0ac..01505f3700 100644 --- a/gfx/drivers/gl_shaders/pipeline_snow.glsl.frag.h +++ b/gfx/drivers/gl_shaders/pipeline_snow.glsl.frag.h @@ -4,9 +4,9 @@ static const char* stock_fragment_xmb_snow = GLSL( uniform float time; uniform vec2 OutputSize; - float baseScale = 3.5; // [1.0 .. 10.0] - float density = 0.7; // [0.01 .. 1.0] - float speed = 0.25; // [0.1 .. 1.0] + float baseScale = 3.5; /* [1.0 .. 10.0] */ + float density = 0.7; /* [0.01 .. 1.0] */ + float speed = 0.25; /* [0.1 .. 1.0] */ float rand(vec2 co) { @@ -39,9 +39,9 @@ static const char* stock_fragment_xmb_snow = GLSL( float snow(vec2 pos, float time, float scale) { - // add wobble + /* add wobble */ pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0; - // add gravity + /* add gravity */ pos += time * scale * vec2(-0.5, 1.0) * 4.0; return random_dots(pos / scale) * (scale * 0.5 + 0.5); } @@ -51,9 +51,11 @@ static const char* stock_fragment_xmb_snow = GLSL( float tim = time * 0.4 * speed; vec2 pos = gl_FragCoord.xy / OutputSize.xx; float a = 0.0; - // Each of these is a layer of snow - // Remove some for better performance - // Changing the scale (3rd value) will mess with the looping + /** + * Each of these is a layer of snow + * Remove some for better performance + * Changing the scale (3rd value) will mess with the looping + **/ a += snow(pos, tim, 1.0); a += snow(pos, tim, 0.7); a += snow(pos, tim, 0.6); diff --git a/gfx/drivers/gl_shaders/pipeline_snow_simple.glsl.frag.h b/gfx/drivers/gl_shaders/pipeline_snow_simple.glsl.frag.h index a72ad96299..a55473f028 100644 --- a/gfx/drivers/gl_shaders/pipeline_snow_simple.glsl.frag.h +++ b/gfx/drivers/gl_shaders/pipeline_snow_simple.glsl.frag.h @@ -4,9 +4,9 @@ static const char *stock_fragment_xmb_simple_snow = GLSL( uniform float time; uniform vec2 OutputSize; - float baseScale = 1.25; // [1.0 .. 10.0] - float density = 0.5; // [0.01 .. 1.0] - float speed = 0.15; // [0.1 .. 1.0] + float baseScale = 1.25; /* [1.0 .. 10.0] */ + float density = 0.5; /* [0.01 .. 1.0] */ + float speed = 0.15; /* [0.1 .. 1.0] */ float rand(vec2 co) { @@ -39,9 +39,9 @@ static const char *stock_fragment_xmb_simple_snow = GLSL( float snow(vec2 pos, float time, float scale) { - // add wobble + /* add wobble */ pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0; - // add gravity + /* add gravity */ pos += time * scale * vec2(-0.5, 1.0) * 4.0; return random_dots(pos / scale) * (scale * 0.5 + 0.5); } @@ -51,9 +51,11 @@ static const char *stock_fragment_xmb_simple_snow = GLSL( float tim = time * 0.4 * speed; vec2 pos = gl_FragCoord.xy / OutputSize.xx; float a = 0.0; - // Each of these is a layer of snow - // Remove some for better performance - // Changing the scale (3rd value) will mess with the looping + /** + * Each of these is a layer of snow + * Remove some for better performance + * Changing the scale (3rd value) will mess with the looping + **/ a += snow(pos, tim, 1.0); a += snow(pos, tim, 0.7); a += snow(pos, tim, 0.6);