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authorCampbell Barton <ideasman42@gmail.com>2019-08-01 06:53:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-01 07:02:41 +0300
commit760dbd1cbf56e13b0a827afb6f7784fa46fff9b4 (patch)
tree09d4f8ddc29c475377c155532c89a8cb6fb0315e /source/blender/draw/engines/eevee/shaders
parent135413e324b8f3f14307dc47aeadf97e6fd446ad (diff)
Cleanup: misc spelling fixes
T68035 by @luzpaz
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl2
8 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index ac6751fb5fb..428318e3c68 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -96,7 +96,7 @@ void main()
FragColor = safe_color(color_history);
/* There is some ghost issue if we use the alpha
- * in the viewport. Overwritting alpha fixes it. */
+ * in the viewport. Overwriting alpha fixes it. */
FragColor.a = color.a;
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index a70ac686efd..56c05e3c036 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -261,7 +261,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
float weight_accum = 0.0;
vec3 irradiance_accum = vec3(0.0);
- /* For each neighboor cells */
+ /* For each neighbor cells */
for (int i = 0; i < 8; ++i) {
ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index a27dc011ac2..14e0c947b47 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -84,7 +84,7 @@ void prepare_raycast(vec3 ray_origin,
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
/* 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
+ /* We take the delta between the offsetted depth and the depth and subtract 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. */
ss_start.w = 2.0 * ss_start.z - ss_start.w;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
index 54f7dc10222..5646c257562 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
@@ -3,7 +3,7 @@
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl
index 131cecd5db6..591666560c4 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl
@@ -4,7 +4,7 @@ layout(triangle_strip, max_vertices = 3) out;
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl
index 01e0db97482..95e6a48b81f 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl
@@ -1,7 +1,7 @@
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index e2982358e52..5c19ccd5ce1 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -1,7 +1,7 @@
layout(std140) uniform shadow_render_block
{
- /* Use vectors to avoid alignement padding. */
+ /* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 4096fc2d511..2b1ae60654e 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -11,7 +11,7 @@ uniform vec3 volumeOrcoSize;
flat in int slice;
-/* Warning: theses are not attributes, theses are global vars. */
+/* Warning: these are not attributes, these are global vars. */
vec3 worldPosition = vec3(0.0);
vec3 viewPosition = vec3(0.0);
vec3 viewNormal = vec3(0.0);