diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-06-13 14:17:32 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2022-06-13 14:17:32 +0300 |
commit | 5ada2afb6d08d633d81f0f536fe4f45630286fad (patch) | |
tree | 62ceb12d862063b56a4fdcbf8050ceb4861bcbdd /source/blender/draw/engines/eevee_next | |
parent | 434133a63196043435c44f7c6b60663f437b37cc (diff) |
Cleanup: fix various typos
Found via codespell -q 3 -S ./intern,./extern -L ans,ba,bording,datas,eiter,fiter,hist,inout,lod,ot,parm,parms,pixelx,pres,te
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D15155
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
3 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh index 1261c855a82..eb409f076f3 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -126,7 +126,7 @@ BLI_STATIC_ASSERT_ALIGN(VelocityGeometryIndex, 16) * \{ */ enum eClosureBits : uint32_t { - /** NOTE: Theses are used as stencil bits. So we are limited to 8bits. */ + /** NOTE: These are used as stencil bits. So we are limited to 8bits. */ CLOSURE_DIFFUSE = (1u << 0u), CLOSURE_SSS = (1u << 1u), CLOSURE_REFLECTION = (1u << 2u), 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 fafea1e576e..a65bb7decb6 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 @@ -287,7 +287,7 @@ vec3 attr_load_uv(vec3 attr) /** \name Volume Attribute post * * TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on - * the engine side. But as of now, the engines are reponsible for loading the attributes. + * the engine side. But as of now, the engines are responsible for loading the attributes. * * \{ */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl index 277b2e35d8b..0ccf06a9e14 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl @@ -29,7 +29,7 @@ bool closure_select(float weight, inout float total_weight, inout float r) float x = weight / total_weight; bool chosen = (r < x); /* Assuming that if r is in the interval [0,x] or [x,1], it's still uniformly distributed within - * that interval, so you remaping to [0,1] again to explore this space of probability. */ + * that interval, so you remapping to [0,1] again to explore this space of probability. */ r = (chosen) ? (r / x) : ((r - x) / (1.0 - x)); return chosen; } @@ -333,7 +333,7 @@ vec3 coordinate_screen(vec3 P) window.xy = vec2(0.5); } else { - /* TODO(fclem): Actual camera tranform. */ + /* TODO(fclem): Actual camera transform. */ window.xy = project_point(ViewProjectionMatrix, P).xy * 0.5 + 0.5; window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; } |