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authorBrecht Van Lommel <brecht@blender.org>2022-10-03 20:24:13 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-10-03 22:59:31 +0300
commitaf51e4b41c9e591bd0640623d5314508f8e6a8ea (patch)
tree6abfe1bdc88f5875ca49a7820719f6db469206f7 /source/blender/draw/engines/eevee_next
parente2572bd89f145233092d56302972a241cb429b49 (diff)
Cleanup: fix source comment/documentation typos
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D16071
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl2
4 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
index 597bc73e2ad..479a6b590b0 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
@@ -6,11 +6,11 @@
* http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
*
* Major simplification has been made since we pad the buffer to always be
- * bigger than input to avoid mipmapping misalignement.
+ * bigger than input to avoid mipmapping misalignment.
*
* Start by copying the base level by quad loading the depth.
* Then each thread compute it's local depth for level 1.
- * After that we use shared variables to do inter thread comunication and
+ * After that we use shared variables to do inter thread communication and
* downsample to max level.
*/
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
index eefc024d0b8..366a7dc9ba0 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -1,6 +1,6 @@
/**
- * Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
+ * Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots.
* Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
* pass is not conservative enough).
*/
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
index 22a5f98e6c3..8daea3f52b9 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
@@ -47,7 +47,7 @@ int culling_z_to_zbin(float scale, float bias, float z)
/* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \
min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \
max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \
- /* Same as divide by 32 but avoid interger division. */ \
+ /* Same as divide by 32 but avoid integer division. */ \
uint word_min = min_index >> 5u; \
uint word_max = max_index >> 5u; \
for (uint word_idx = word_min; word_idx <= word_max; word_idx++) { \
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
index 58608f6e1f0..144445801cf 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
@@ -84,7 +84,7 @@ float light_point_light(LightData ld, const bool is_directional, vec3 L, float d
**/
float d_sqr = sqr(dist);
float r_sqr = ld.radius_squared;
- /* Using reformulation that has better numerical percision. */
+ /* Using reformulation that has better numerical precision. */
float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr));
if (is_area_light(ld.type)) {