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Fixe actions for doc generation
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hudrima1 committed Jul 6, 2024
1 parent ae5dc84 commit 2cf8fbd
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Showing 19 changed files with 42 additions and 43 deletions.
3 changes: 0 additions & 3 deletions .github/workflows/build-docs.yml
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on:
workflow_dispatch:
push:
branches:
- main

jobs:
build:
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3 changes: 3 additions & 0 deletions .github/workflows/deploy-pages.yml
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Expand Up @@ -2,6 +2,9 @@ name: Deploy GitHub Pages

on:
workflow_dispatch:
push:
branches:
- main

permissions:
contents: read
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4 changes: 2 additions & 2 deletions data/shaders/PBR_BRDFIntegration.frag
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/**
* \file PBR_BRDFIntegration.frag
* \brief GLSL fragment program for generating a BRDF integration map,
// which is the second part of the specular integral.
* \details GLSL fragment program for generating a BRDF integration map,
* which is the second part of the specular integral.
* \date April 2018
* \authors Carlos Arauz, Marcus Hudritsch, Marino von Wattenwyl
* \copyright http://opensource.org/licenses/GPL-3.0
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4 changes: 2 additions & 2 deletions data/shaders/PBR_BRDFIntegration.vert
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/**
* \file PBR_BRDFIntegration.vert
* \brief GLSL vertex program for generating a BRDF integration map, which
// is the second part of the specular integral.
* \details GLSL vertex program for generating a BRDF integration map, which
* is the second part of the specular integral.
* \date April 2018
* \authors Carlos Arauz, Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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8 changes: 4 additions & 4 deletions data/shaders/PBR_CylinderToCubeMap.frag
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/**
* \file PBR_CylinderToCubeMap.frag
* \brief GLSL fragment program which takes fragment's direction to sample
// the equirectangular map as if it is a cube map. Based on the
// physically based rendering (PBR) tutorial with GLSL by Joey de
// Vries on https://learnopengl.com/PBR/IBL/Diffuse-irradiance
* \details GLSL fragment program which takes fragment's direction to sample
* the equirectangular map as if it is a cube map. Based on the
* physically based rendering (PBR) tutorial with GLSL by Joey de
* Vries on https://learnopengl.com/PBR/IBL/Diffuse-irradiance
* \authors Carlos Arauz, Marcus Hudritsch
* \date April 2018
* \copyright http://opensource.org/licenses/GPL-3.0
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5 changes: 2 additions & 3 deletions data/shaders/PBR_IrradianceConvolution.frag
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/**
* \file PBR_IrradianceConvolution.frag
* \brief GLSL fragment program to generate an irradiance map by
// convoluting of an environment map.
// Author:
* \details GLSL fragment program to generate an irradiance map by
* convoluting of an environment map.
* \date April 2018
* \authors Carlos Arauz, Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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6 changes: 3 additions & 3 deletions data/shaders/PBR_PrefilterRoughness.frag
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/**
* \file PBR_PrefilterRoughness.frag
* \brief GLSL fragment program to generate a prefiltered environment map
// using convolution, similar to the irradiance convolution map but
// taking a roughness value into account.
* \details GLSL fragment program to generate a prefiltered environment map
using convolution, similar to the irradiance convolution map but
taking a roughness value into account.
* \date April 2018
* \authors Carlos Arauz. Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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6 changes: 3 additions & 3 deletions data/shaders/ParticleTFOLD.frag
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/**
* \file ParticleTF.frag
* \brief Simple GLSL fragment program for particle system updating this
// shader is never used because of the transform feedback and the
// rasterization off.
* \brief Simple GLSL fragment program for particle system updating this
* \details This shader is never used because of the transform feedback and
* the rasterization off.
* \date December 2021
* \authors Affolter Marc
* \copyright http://opensource.org/licenses/GPL-3.0
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2 changes: 1 addition & 1 deletion data/shaders/PerPixBlinnTmNmEarth.frag
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/**
* \file PerPixBlinnTmNmEarth.frag
* \brief OGLSL parallax bump mapping
* \brief OGLSL parallax bump mapping
* \date July 2014
* \authors Markus Knecht, Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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6 changes: 3 additions & 3 deletions data/shaders/PerPixCook.frag
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/**
* \file PerPixCook.frag
* \brief GLSL fragment shader for Cook-Torrance physical based rendering.
// Based on the physically based rendering (PBR) tutorial with GLSL
// from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \details GLSL fragment shader for Cook-Torrance physical based rendering.
* Based on the physically based rendering (PBR) tutorial with GLSL
* from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \date July 2017
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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6 changes: 3 additions & 3 deletions data/shaders/PerPixCook.vert
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/**
* \file PerPixCook.vert
* \brief GLSL vertex shader for Cook-Torrance physical based rendering.
// Based on the physically based rendering (PBR) tutorial with GLSL
// from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \details GLSL vertex shader for Cook-Torrance physical based rendering.
* Based on the physically based rendering (PBR) tutorial with GLSL
* from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \date July 2014
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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6 changes: 3 additions & 3 deletions data/shaders/PerPixCookTm.frag
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/**
* \file PerPixCookTm.frag
* \brief GLSL fragment shader for Cook-Torrance physical based rendering.
// Based on the physically based rendering (PBR) tutorial with GLSL
// from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \details GLSL fragment shader for Cook-Torrance physical based rendering.
* Based on the physically based rendering (PBR) tutorial with GLSL
* from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \date July 2017
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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6 changes: 3 additions & 3 deletions data/shaders/PerPixCookTm.vert
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@@ -1,8 +1,8 @@
/**
* \file PerPixCookTm.vert
* \brief GLSL vertex shader for Cook-Torrance physical based rendering.
// Based on the physically based rendering (PBR) tutorial with GLSL
// from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \details GLSL vertex shader for Cook-Torrance physical based rendering.
* Based on the physically based rendering (PBR) tutorial with GLSL
* from Joey de Vries on https://learnopengl.com/#!PBR/Theory
* \date July 2014
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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4 changes: 2 additions & 2 deletions data/shaders/PerPixTmBackgroundSm.frag
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/**
* \file PerPixTmBackgroundSm.frag
* \brief GLSL fragment shader for background texture mapping with
// shadow mapping
* \details GLSL fragment shader for background texture mapping with
* shadow mapping
* \date November 2020
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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4 changes: 2 additions & 2 deletions data/shaders/PerPixTmBackgroundSm.vert
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/**
* \file PerPixTmBackground.vert
* \brief GLSL vertex shader for background texture mapping with
// shadow mapping
* \details GLSL vertex shader for background texture mapping with
* shadow mapping
* \date November 2020
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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4 changes: 2 additions & 2 deletions data/shaders/PerPixTmBackgroundSmExternal.frag
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/**
* \file PerPixTmBackgroundSm.frag
* \brief GLSL fragment shader for background texture mapping with
// shadow mapping
* \detials GLSL fragment shader for background texture mapping with
* shadow mapping
* \date November 2020
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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4 changes: 2 additions & 2 deletions data/shaders/RefractReflectDisp.frag
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@@ -1,7 +1,7 @@
/**
* \file RefractReflectDisp.frag
* \brief GLSL fragment program for refraction- & reflection mapping with
// chromatic dispersion
* \details GLSL fragment program for refraction- & reflection mapping with
* chromatic dispersion
* \date July 2014
* \authors Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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2 changes: 1 addition & 1 deletion data/shaders/StereoOculusDistortionMesh.frag
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/**
* \file StereoOculus.frag
* \brief Oculus Rift Distortion Shader
* \brief Oculus Rift Distortion Shader
* \date November 2013
* \authors Marc Wacker, Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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2 changes: 1 addition & 1 deletion data/shaders/StereoOculusDistortionMesh.vert
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/**
* \file StereoOculusDistortionMesh.vert
* \brief Oculus Rift Distortion Shader
* \brief Oculus Rift Distortion Shader
* \date November 2013
* \authors Marc Wacker, Marcus Hudritsch
* \copyright http://opensource.org/licenses/GPL-3.0
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