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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_next/shaders
parent51bd26d0faad306183c58bff0865b72cf99fbe90 (diff)
Cleanup: spelling in code comments
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl4
6 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl
index 6fe5fa01fa3..ea1b02e56b3 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl
@@ -17,7 +17,7 @@
vec3 attr_load_orco(vec4 orco)
{
/* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
- * attrib (which is [0,0,0,1]). */
+ * attribute (which is [0,0,0,1]). */
if (orco.w == 1.0) {
/* If the object does not have any deformation, the orco layer calculation is done on the fly
* using the orco_madd factors. */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
index 99a47c541e9..49a00b60abf 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
@@ -239,7 +239,7 @@ void dof_gather_accumulate_sample_ring(DofGatherData ring_data,
}
}
-/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for
+/* FIXME(fclem) Seems to be wrong since it needs `ringcount + 1` as input for
* slightfocus gather. */
/* This should be replaced by web_sample_count_get() but doing so is breaking other things. */
int dof_gather_total_sample_count(const int ring_count, const int ring_density)
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
index a6426cd06e4..41a6fe466b9 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
@@ -82,7 +82,7 @@ void main()
{
ivec2 texel = min(ivec2(gl_GlobalInvocationID.xy), imageSize(inout_color_lod0_img) - 1);
uvec2 texel_local = gl_LocalInvocationID.xy;
- /* Increase readablility. */
+ /* Increase readability. */
#define LOCAL_INDEX texel_local.y][texel_local.x
#define LOCAL_OFFSET(x_, y_) texel_local.y + (y_)][texel_local.x + (x_)
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
index 21b9a83abb9..8845434412e 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
@@ -187,7 +187,7 @@ void film_cryptomatte_layer_accum_and_store(
if (pass_id == -1) {
return;
}
- /* x = hash, y = accumed weight. Only keep track of 4 highest weighted samples. */
+ /* x = hash, y = accumulated weight. Only keep track of 4 highest weighted samples. */
vec2 crypto_samples[4] = vec2[4](vec2(0.0), vec2(0.0), vec2(0.0), vec2(0.0));
for (int i = 0; i < film_buf.samples_len; i++) {
FilmSample src = film_sample_get(i, texel_film);
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
index 0eea4a5ff33..a54133167ac 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
@@ -41,7 +41,7 @@ vec3 sampling_rng_3D_get(const eSamplingDimension dimension)
/** \name Random Number Generators.
* \{ */
-/* Interlieved gradient noise by Jorge Jimenez
+/* Interleaved gradient noise by Jorge Jimenez
* http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
* Seeding found by Epic Game. */
float interlieved_gradient_noise(vec2 pixel, float seed, float offset)
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
index 8d02609fedc..a17aec8eae2 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
@@ -32,7 +32,7 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt)
next_uv = curr_uv;
}
/* NOTE: We output both vectors in the same direction so we can reuse the same vector
- * with rgrg swizzle in viewport. */
+ * with RGRG swizzle in viewport. */
vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv);
/* Convert NDC velocity to UV velocity */
motion *= 0.5;
@@ -54,7 +54,7 @@ vec4 velocity_background(vec3 vV)
vec2 curr_uv = project_point(camera_curr.winmat, V).xy;
vec2 next_uv = project_point(camera_next.winmat, V).xy;
/* NOTE: We output both vectors in the same direction so we can reuse the same vector
- * with rgrg swizzle in viewport. */
+ * with RGRG swizzle in viewport. */
vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv);
/* Convert NDC velocity to UV velocity */
motion *= 0.5;