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authorCampbell Barton <campbell@blender.org>2022-10-06 04:12:09 +0300
committerCampbell Barton <campbell@blender.org>2022-10-06 04:13:00 +0300
commit87d737cd792183d409760ab1f0a778abb9f1daa3 (patch)
tree14e4a18e75eb3adc20e1b5579ab4fa27cadeb839 /source/blender/draw/engines/eevee
parent51bd26d0faad306183c58bff0865b72cf99fbe90 (diff)
Cleanup: spelling in code comments
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_reflection_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_lib.glsl
index ed600a3be86..a6781a0debe 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_reflection_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_lib.glsl
@@ -47,7 +47,7 @@ HitData decode_hit_data(vec4 hit_data, float hit_depth)
return data;
}
-/* Blue noise categorised into 4 sets of samples.
+/* Blue noise categorized into 4 sets of samples.
* See "Stochastic all the things" presentation slide 32-37. */
const int resolve_samples_count = 9;
const vec2 resolve_sample_offsets[36] = vec2[36](
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 6c1a95bba49..862d666ab5f 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -206,7 +206,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float
vec4 refco = ProjectionMatrix * (ViewMatrix * vec4(ref_pos, 1.0));
refco.xy /= refco.w;
- /* TODO: If we support non-ssr planar reflection, we should blur them with gaussian
+ /* TODO: If we support non-SSR planar reflection, we should blur them with gaussian
* and chose the right mip depending on the cone footprint after projection */
/* NOTE: X is inverted here to compensate inverted drawing. */
vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;