diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2021-08-21 20:56:25 -0500 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2021-08-22 20:13:11 -0500 |
commit | ae1702bee5e8b3e6d4e31041b4a593826ac60484 (patch) | |
tree | 6de1242c9c265d038d91651b61d9c2c71550de7a /servers/rendering | |
parent | bb1c930a418c153eac7e9e85dcab023bb723dd7e (diff) |
Replace HTTP links with HTTPS for sites with HTTPS versions
Diffstat (limited to 'servers/rendering')
8 files changed, 9 insertions, 9 deletions
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl index 43a2a29616..a3b3938ee9 100644 --- a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl @@ -47,7 +47,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight; #endif //DOF -// Bokeh single pass implementation based on http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html +// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html #ifdef MODE_GEN_BLUR_SIZE diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl index da7d189281..6d95722a57 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl @@ -117,7 +117,7 @@ void main() { uint cluster_thread_group_index; if (!gl_HelperInvocation) { - //http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf + //https://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf uvec4 mask; diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl index 80c0ac4fb4..be12be5dec 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl @@ -69,13 +69,13 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { return TangentX * H.x + TangentY * H.y + N * H.z; } -// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float GGX(float NdotV, float a) { float k = a / 2.0; return NdotV / (NdotV * (1.0 - k) + k); } -// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float G_Smith(float a, float nDotV, float nDotL) { return GGX(nDotL, a * a) * GGX(nDotV, a * a); } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 1288cee8b0..7a11f8904e 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -881,7 +881,7 @@ void main() { #ifdef NORMAL_USED if (scene_data.roughness_limiter_enabled) { - //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index ef2fde7516..9fa5d3280d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -288,7 +288,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #ifndef USE_NO_SHADOWS // Interleaved Gradient Noise -// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare float quick_hash(vec2 pos) { const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); return fract(magic.z * fract(dot(pos, magic.xy))); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 39890d25ff..7e2cc8fe01 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -847,7 +847,7 @@ void main() { #ifdef NORMAL_USED if (scene_data.roughness_limiter_enabled) { - //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl index 0eacbc5363..4290d5b869 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl @@ -24,7 +24,7 @@ layout(push_constant, binding = 0, std430) uniform Params { } params; -// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm +// https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm vec3 get_sphere_vertex(uint p_vertex_id) { float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power); diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index 3c685c25b9..dca4312280 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -349,7 +349,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { } #endif // !SUBPASS -// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf +// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom) // NOTE: `frag_coord` is in pixels (i.e. not normalized UV). vec3 screen_space_dither(vec2 frag_coord) { |