Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-07-31 15:25:09 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-07-31 15:27:35 +0300
commit604fdb6e859d322a3a2a89cd065d253620421428 (patch)
treea8992caeaaaec6f2fd365555b5d875abfd35a890 /source/blender/draw/engines/eevee/shaders
parent136a7a7fe884a746e5f78f7ef8518fa6231108bf (diff)
Spelling fixes in comments and descriptions, patch by luzpaz
Differential Revision: https://developer.blender.org/D3744
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index d8cec17af58..ca4940ceffb 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -121,7 +121,7 @@ void main(void)
/* Circle Dof */
float dist = length(particlecoord);
- /* Ouside of bokeh shape */
+ /* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
@@ -141,7 +141,7 @@ void main(void)
* Giving us the new linear radius to the shape edge. */
dist /= r;
- /* Ouside of bokeh shape */
+ /* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 82581f2327b..a27dc011ac2 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -83,7 +83,7 @@ void prepare_raycast(vec3 ray_origin,
ss_start.w = project_point(ProjectionMatrix, ray_origin).z;
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
- /* XXX This is a hack a better method is welcome ! */
+ /* XXX This is a hack. A better method is welcome! */
/* We take the delta between the offseted depth and the depth and substract it from the ray
* depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */