From 30f48552c32d5bd70c66147f76a8b5aaf7079e0f Mon Sep 17 00:00:00 2001 From: assiduous Date: Fri, 28 Aug 2020 12:50:02 -0700 Subject: Fixed unicode symbols in comments --- PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp') diff --git a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp index 118d913..fd5a6e0 100644 --- a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp +++ b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp @@ -2633,7 +2633,7 @@ void EpipolarLightScattering::ComputeScatteringCoefficients(IDeviceContext* pDev // to use the same distribution as the Rayleigh particle distribution, which allows simply adding // ozone absorption to Rayleigh extinction. // - // 1. Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite, Sebastien Hillaire + // 1. Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite, Sebastien Hillaire // (Physically-Based Shading in Theory and Practice, Siggraph 2016) if (m_PostProcessingAttribs.bUseCustomSctrCoeffs) @@ -2644,7 +2644,7 @@ void EpipolarLightScattering::ComputeScatteringCoefficients(IDeviceContext* pDev { // Add Ozone absorption coefficients from [2] to the total Rayleigh extinction coefficients // - // 2. A Scalable and Production Ready Sky and Atmosphere Rendering Technique, Sebastien Hillaire, + // 2. A Scalable and Production Ready Sky and Atmosphere Rendering Technique, Sebastien Hillaire, // Eurographics Symposium on Rendering 2020 const float4 f4OzoneAbsorption = float4{0.650f, 1.881f, 0.085f, 0.f} * 1e-6f; -- cgit v1.2.3