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authorCampbell Barton <ideasman42@gmail.com>2021-10-12 09:52:35 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-10-12 09:55:02 +0300
commitc1c6c11ca6c5f4cd775b787910fe69119b054af2 (patch)
treee41bb7057e27810c18ca6cc23e40ee48c3e814b4 /intern/cycles/kernel/shaders
parenta91c6f1804e9ce07e9f751bc1c3c05751da7607a (diff)
Cleanup: spelling in comments
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_image_texture.osl4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
index 9e2ef84c872..56fcc47a011 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -143,10 +143,10 @@ shader node_image_texture(int use_mapping = 0,
* in between we blend between two textures, and in the middle we a blend
* between three textures.
*
- * the Nxyz values are the barycentric coordinates in an equilateral
+ * the `Nxyz` values are the barycentric coordinates in an equilateral
* triangle, which in case of blending, in the middle has a smaller
* equilateral triangle where 3 textures blend. this divides things into
- * 7 zones, with an if () test for each zone */
+ * 7 zones, with an if () test for each zone. */
vector weight = vector(0.0, 0.0, 0.0);
float blend = projection_blend;