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authorCampbell Barton <ideasman42@gmail.com>2021-02-16 13:15:45 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-02-16 13:15:45 +0300
commitc03650073e60194500e13dc996168c4930970f5b (patch)
treec9cbaa7533bf1e7712aaa12594be030a23295477 /source/blender/draw/engines/eevee/eevee_depth_of_field.c
parenta059f072741d671ad882c44e93f6f62bb38f27d8 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_depth_of_field.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index bd6c6242f86..91214f6c437 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -23,7 +23,7 @@
*
* There are 2 methods to achieve this effect.
* - The first uses projection matrix offsetting and sample accumulation to give reference quality
- * depth of field. But this needs many samples to hide the undersampling.
+ * depth of field. But this needs many samples to hide the under-sampling.
* - The second one is a post-processing based one. It follows the implementation described in
* the presentation "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie. There are some
* difference with our actual implementation that prioritize quality.
@@ -139,7 +139,7 @@ bool EEVEE_depth_of_field_jitter_get(EEVEE_EffectsInfo *fx,
r_jitter[1] = (float)ring_sample / ring_sample_count;
{
- /* Bokeh shape parametrisation */
+ /* Bokeh shape parameterization. */
float r = r_jitter[0];
float T = r_jitter[1] * 2.0f * M_PI;
@@ -388,7 +388,7 @@ static void dof_bokeh_pass_init(EEVEE_FramebufferList *fbl,
}
/**
- * Ouputs halfResColorBuffer and halfResCocBuffer.
+ * Outputs halfResColorBuffer and halfResCocBuffer.
**/
static void dof_setup_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
@@ -422,7 +422,7 @@ static void dof_setup_pass_init(EEVEE_FramebufferList *fbl,
}
/**
- * Ouputs min & max coc in each 8x8 half res pixel tiles (so 1/16th of fullres).
+ * Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution).
**/
static void dof_flatten_tiles_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,
@@ -453,7 +453,7 @@ static void dof_flatten_tiles_pass_init(EEVEE_FramebufferList *fbl,
}
/**
- * Dilates the min & max cocs to cover maximum coc values.
+ * Dilates the min & max COCS to cover maximum COC values.
* Output format/dimensions should be the same as coc_flatten_pass as they are swapped for
* doing multiple dilation passes.
**/
@@ -536,7 +536,7 @@ static void dof_dilate_tiles_pass_draw(EEVEE_FramebufferList *fbl,
}
/**
- * Create mipmaped color & coc textures for gather passes.
+ * Create mipmaped color & COC textures for gather passes.
**/
static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
EEVEE_PassList *psl,